Group wagering system

ABSTRACT

Some embodiments include a fantasy sports game. In some embodiments, an expected performance value may be determined that may affect the outcomes of a fantasy game. In some embodiments, player location may affect available opponents for a game. Groups may play against one another in a fantasy competition. Various examples of fantasy gaming options are given.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.16/790,163 filed Feb. 13, 2020, which is a continuation of U.S. patentapplication Ser. No. 16/107,448 filed on Aug. 21, 2018 (now U.S. Pat.No. 10,589,179 issued on Mar. 17, 2020), which is a continuation of U.S.patent application Ser. No. 13/788,412 filed on Mar. 7, 2013, which areincorporated by reference herein in their entireties.

FIELD

Some embodiments may relate to sport events, games based on actions ofplayers in live sport events, other types of events, and/or other typesof games.

BACKGROUND

Gaming may include risking an amount of money that one event will orwill not happen. Fantasy sports may include one or more games related toevents taking place in real sports games.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows an apparatus for playing a game, according to someembodiments.

FIG. 2 shows an example fantasy sports system according to someembodiments.

FIG. 3 shows an example process that may be performed in someembodiments.

FIG. 4 shows an example process that may be performed in someembodiments.

SUMMARY

The following should be understood to be embodiments, not claims.

A. A method comprising: determining, by a computing device, a firstgroup of players to which a first player belongs; determining, by thecomputing device, a second group of players to which a second playerbelongs; determining, by the computing device, that the first player isallowed to play a game against the second player based on the firstgroup and the second group being rival groups, in which the first playeris not allowed to play games against other members of the first group;matching, by the computing device, the first player and the secondplaying the game; and determining, by the computing device, a winner ofthe game.

A.1. The method of claim A, comprising: determining that the firstplayer belongs to the first group based on a location of the firstplayer. A.2. The method of claim A, comprising: determining that thefirst player belongs to the first group based on a characteristic of thefirst player. A.2.1. The method of claim A.2, in which thecharacteristic includes at least one of: the first player being a fan ofa first team, the first player being a student at a first school, thefirst player being an alumnus of a first school, the first player beinga patron of a first merchant, the first player living in a firstlocation, and the first player being a first gender. A.3. The method ofclaim A, in which the game includes a fantasy sports game. A.4. Themethod of claim A, comprising: requiring the first player to pick atleast one members of a first fantasy sports team for the game from afirst set of players that is specific to the first group and the secondplayer to select one member of a second fantasy sports team for the gamefrom a second set of players that is specific to the second group. A.5.The method of claim A, in which determining the first group includesassigning the first player to the first group without a request from thefirst player to be assigned to the first group. A.6. The method of claimA, comprising: forming the first group, in which the first group isdefined to include players that have a particular first characteristic.A.6.1. The method of claim A.6, in which forming the first groupincludes forming the first group in response to a request to form thegroup defined by the first characteristic from a sponsor of the firstgroup.

A.7. The method of claim A, comprising: determining outcomes of aplurality of other games that are each between respective members of thefirst group and respective members of the second group. A.7.1. Themethod of claim A.7, comprising: determining an outcome of a group gamebased on the out outcome of the game and plurality of other games.A.7.1.1. The method of claim A.7.1, in which the first group wins thegroup game if a total number of games of the first game and theplurality of other games won by members of the first group exceeds atotal number of games of the first game and the second game won bymembers of the second group. A.7.1.2. The method of claim A.7.1, inwhich a group that wins the group game is based on a total number ofpoints earned by players in the first group through the first game andthe plurality of other games compared to a total number of points earnedby players in the second group though the first game and the pluralityof other games. A.7.1.3. The method of claim A.7.1, comprising:assigning a prize to a group that wins the group game. A.7.1.3.1. Themethod of claim A.7.1.3, in which assigning the prize includes making apayment to respective accounts of players in the group that wins thegroup game. A.7.1.3.2. The method of claim A.7.1.3, in which assigningthe prize includes making a payment to an account of a sponsor of thegroup that wins the group game. A.7.1.3.2.1. The method of claimA.7.1.3.2, in which the sponsor is not a player in the group that winsthe group game. A.7.1.3.2.2. The method of claim A.7.1.3.2, in which thesponsor includes a charity chosen by the players in the group that winsthe group game.

A.8. The method of claim A, in which the game includes a fantasy gamethat is based on a real-life tournament, in which players in thetournament are dropped from the tournament as the tournament progressesand are not replaced in the fantasy game that is based on the tournamentso that some members of each fantasy team in the game do not earn pointsafter elimination from the tournament. A.9. The method of claim A,comprising: during play of first game, facilitating the first playeroffering a buyout of the game to the second player. A.9.1. The method ofclaim A.9, comprising: receiving, from the first player, an indicationof an amount of money that the second player will be awarded if thesecond player accepts the buyout; and presenting that amount to thesecond player in an offer to end the game. A.9.1.1. The method of claimA.9.1, comprising: receiving an acceptance of the offer; and in responseto receiving the acceptance, awarding the amount of money to the secondplayer, and awarding a second amount of money to the first player, inwhich the second amount of money includes an amount of money in a prizepool for the game minus the amount of money. A.10. The method of claimA, comprising: presenting the first player with an option to offer adoubling raise of the game to the second player prior to a start of thegame. A.11. The method of claim A, comprising: receiving from at leastone of the first player and the second player a selection of a statisticrelated to a real event that is to be used to score the game. A.12. Themethod of claim A, in which the first player accesses the game through agaming operator that determines outcomes for the game and the secondplayer access the game through a service provider that provides at leastone of a white-labeled access to the game and an over-the-counter accessto the game.

B. An apparatus comprising: a computing device; and a non-transitorymedium having stored thereon a plurality of instructions that whenexecuted by the computing device cause the apparatus to: determine afirst group of players to which a first player belongs; determine asecond group of players to which a second player belongs; determine thatthe first player is allowed to play a game against the second playerbased on the first group and the second group being rival groups, inwhich the first player is not allowed to play games against othermembers of the first group; match the first player and the secondplaying the game; and determine a winner of the game.

Any of the above example embodiments may be combined in any manner.

DETAILED DESCRIPTION I. Example Embodiments

Colloquially, gaming may be referred to as wagering but it should beunderstood that embodiments are not limited to the statutory definitionof wagering that is limited to games of chance but rather may includegames of skill, fantasy games, games of chance, and/or any other type ofgames, and therefore the term gaming may be used when discussing someembodiments rather than the term wagering. Gaming may include a risk ofan amount of money that some event will happen. Such risk may be skilland/or risk based, booked and/or pari-mutuel, and/or take any formdesired. Gaming may include paying a fee to enter into a contest that isbased on the occurrence of an event. The winner of such a contest may beprovided with an award (e.g., money based on a sum of contest entryfees). Wagering may be used herein to refer to such skill or risk-basedgaming in some instances and should not be understood to be limited toone or the other type of gaming unless specified otherwise. Gaming mayinclude wagering, betting, risking money, paying an entry fee to acontest, and/or any other form of gaming as desired. Various embodimentsmay apply to any type of gaming in any combination and/or arrangement.

Fantasy Game Examples

In some embodiments, a gaming operator may facilitate game play betweenmultiple players. In some embodiments, a game may be a fantasy game. Itshould be recognized that embodiments are not limited to fantasy gamesbut that examples are given in terms of a fantasy game in a non-limitingmanner. Moreover, embodiments may include any fantasy or non-fantasygame or event on which a wager is placed as desired. U.S. patentapplications 61/479,539, Ser. Nos. 12/605,826, 13/160,746 and 61/668,245are hereby incorporated herein by reference. Some example fantasy gamesand/or wagers that may be used in some embodiments are described inthese references. Further examples of fantasy games are describedherein. These examples are given as non-limiting examples only. Variousfeatures discussed may be combined with any fantasy game in any manneror combination.

Various examples are given in relation to a popular variation of fantasyevents, namely fantasy sports, but it should be understood that variousembodiments may include any fantasy event. In some embodiments, fantasysports may provide a manner for a participant to act in a role similarto a coach and/or general manager. In some embodiments, a participantmay be given the ability to draft, create, trade, dismiss and/orotherwise manage a fantasy team.

The events, participants, and/or members of teams to which a fantasyevent may be related may include any desired events, participants,and/or members of teams. For example, some events may include politicalevents (e.g., elections), sporting events (e.g., football, baseball,basketball, hockey, soccer, rugby, golf, tennis, automotive racing,animal racing), competitions (poker, test taking, rock throwing, treegrowing), other events, and so on. For example, some participants and/ormembers of teams may include politicians, human players, animalparticipants, robots, natural phenomena, plants, physical things, and soon. It should be recognized that fantasy event competitions may beconstructed based on any kind of activity. For example, fantasycompetitions may be constructed based on an activity in whichparticipants in the fantasy competition may compete vicariously basedupon observations or statistics regarding some underlying activity(e.g., wind speed, elections, tree growth, baseball, and so on).

A fantasy team for an activity may include one or more members that eachcorrespond to one or more respective real and/or active participants inthe activity. For example, a fantasy team for a sport may include one ormore players of the sport. The players may include active players in areal league for the sport. The players may include active league playersfrom one or more real sports league.

In some embodiments, a member of a team may include a portion of a realteam. For example, in some embodiments, in addition to and/or as analternative to a particular member of a team being selected for afantasy team, a portion of a team may be selected for a fantasy team.For example, a defensive team of a football team may be selected for afantasy team regardless of actual members of the defensive team.Accordingly, scoring of such a fantasy team may relate to actions and/orperformance of the entire defensive team rather than a single member ofthe team.

In some embodiments, a member of a fantasy team may include somethingrelated to a real-life team that is not an actual player on a real-lifeteam. For example, in some embodiments, the fans of a team may be partof a fantasy team, a head coach of a real-life team may be part of afantasy team, and/or any other non-player that is related to a real-lifeteam may be part of a fantasy team. A gaming operator may use actionsand/or statistics related to such non-player members to score a fantasyteam involving such non-player members. For example, a fan may be givenpoints based on attendance, noise generated, and/or any other measurablecharacteristic. A head coach may be given points based on use oftimeouts, novelty and/or number of different plays, and so on. It shouldbe recognized that any non-player may be used, and any types ofinformation may be used to determine a score earned by such anon-player. A gaming operator may receive such information and convertthe information to a score that it assigns to a fantasy team.

In some embodiments, a participant in a fantasy sports game may selectmembers to form a fantasy team for a sport. In some embodiments, aparticipant may select or “draft”, currently active real-life players toform a fantasy team. Accordingly, a fantasy team for a sport may includea plurality of members that each correspond to a respective player ofthe sport. In some embodiments, a selected member for a fantasy team mayinclude a group of players (e.g., the defense of a particular footballteam may be a member of a fantasy team, the outfield of a particularbaseball team may be a member of a fantasy team, and so on) and/ornon-players (e.g., fans, head coach).

In some embodiments a plurality of participants may form a fantasyleague and select players in the fantasy league. Each player in theleague may pay a fee to join the league. The fee may be pooled by agaming operator for use in award payment, booked by the gaming operatoras a wager, and/or paid to the gaming operator as a fee. The fantasyleague may be referred to as a fantasy game, and the winning participantin the league may receive some award (e.g., from the gaming operator,from pooled funds held by the gaming operator, based on a fee paid tojoin the league, etc.). As an example, in a fantasy football league, aplurality of league participants (e.g., two) may each select one or moreprofessional football players (e.g., 5) onto their fantasy team and paya fee to be part of the league (e.g., $10). Based on performance ofthose selected players in real sports events, the participants may earnpoints in the fantasy sports league and a winner may be determined andpaid an award (e.g., $20 minus some rake taken by the gaming operator).

It should be recognized that the form of risk and/or relationshipbetween and/or among the parties to such a game and/or a gaming operatormay take any form. Terms such as form a game are used in a broad senseto refer to any such form. For example, a wager may be establisheddirectly between two participants, a contractual obligation may beestablished between a gaming operator and each of the participantsseparately, a pari-mutuel pool may be established into which money maybe placed, a book of bets may be formed into which money may be placed,and/or any desired method of forming a game may be used. In someembodiments, to form a game, each participant in a game may pay acontest entry fee to enter the contest. Such fees may be pooled togetherand used to pay a winner. A data structure may record informationregarding formed games, and/or other information about gamers and/orgames.

In some embodiments, a central authority (e.g., a gaming operator) mayestablish and/or enforce rules for a fantasy sports game. Such a centralauthority may include a casino, a server, a house, a book maker, a website, and/or any other desired gaming operator. Such a central authoritymay be referred to as a commissioner, and/or a treasurer. In someembodiments, multiple entities may operate as separate parts of such acentral authority (e.g., one treasurer and one commissioner). In someembodiments, the central authority may be configured to determineoutcomes of a game, accept wagers, adjust balances, accept money,determine if a game condition is satisfied, establish leagues, maintainaccounts, pay winnings, perform a method to facilitate functionalitydescribed herein, and so on. A central authority may include one or morecomputing devices (e.g., servers, processors, mobile devices, and so on)configured to perform one or more actions in order to facilitate gaming.

One example of a game that may be used in some embodiments may include aCantor 5 (or Cantor any number) game that may be offered by CantorGaming and/or Cantor Data Services. In such a game, a league may beopened (e.g., by player and/or operator). Some non-limiting examples aregiven in terms of a 2-person league, but a league may be any number ofusers (e.g., 2, 5, 10, etc.). When a league is full (e.g., players equalto the maximum number have joined), the league may be closed, and a gamemay be formed between/among the players that joined the league. So, forexample, a user may desire to play a $50 dollar Cantor 5 game and so mayform a two-person Cantor 5 league with a $50 buy-in (e.g., riskedamount, contest entry fee) by entering information through a website. Asecond user may see the formed league through the website and may jointhe league. At that point, the players may be entered into a $50 gamewith one another. Cantor may take a cut of the buy-ins for offering thefantasy service and may use the rest of the buy-ins to pay an award to awinner of the game. Cantor may pool the buy-ins into a pool that may beused to provide a winner some award.

At some point before a start of a game and/or some other closingtrigger, each player may be required to select members for their fantasyteam. Members may be chosen in any manner (e.g., round robin,individually, and so on). In some embodiments, each player mayindependently choose a team so that a team of one player does not affectto team of another player and that each player may have some or all sameplayers on their team. A gaming operator (e.g., Cantor) may set anexpected point total for each team (e.g., based on historicalperformance of each player on the team). To set such an expected pointtotal Cantor may intentionally skew the number lower to encourageplayers to choose higher performing players. Based on the assignedexpected value of each team, a spread may be created between the team.For example, if team A is expected to earn 95 points and team B isexpected to earn 97 points, then a 2-point spread between the teams maybe formed. A winner may be determined for the game based on the play ofreal games so that if Team B, for example, wins by more than two points,team B is the winning team because it beat the spread.

In some embodiments, a system may be configured to provide one or moreparticipants with fantasy sports contest-related information. Fantasysports contest-related information may include any suitable informationassociated with one or more fantasy sports contests. For example,fantasy sports contest-related information may include informationregarding a participant's one or more rosters, a participant's standingin one or more fantasy sports contests, point tallies associated with aparticipant in one or more fantasy sports contests, informationregarding the number of trades that a participant may make, informationregarding the amount of fantasy money available to a participant forcontracting players for a roster, information regarding deadlines tomake trades or to perform any other suitable task associated with one ormore fantasy sports contests, an outcome of a fantasy game and/or anyother suitable information.

In some embodiments, a system may be configured to provide one or moreparticipants with information regarding one or more real life games.Such information may include information regarding real-life athletes(e.g., names, statistics, etc.), real-life sports leagues (e.g., gameschedules, standings, etc.), real-life sporting events (e.g., baseballgames, golf tournaments, tennis matches, etc.), sports arenas, weatherinformation, sports commentary, or any other suitable informationregarding real-life sports or events.

In some embodiments, various types of fantasy games may be played. Forexample, a head-to-head type game may be played in some embodiments. Ahead-to-head game may include a participant competing against one ormore participant (e.g., another player, a casino or other gamingoperator) in a game (e.g., over a week, over a season and so on). Insome embodiments, the fantasy team that accumulates the most points inthe game period based on performance in actual games may win the game.As another example, a “rotisserie league” game may be played in someembodiments. In such a game, participants associated with respectivefantasy teams compile won-lost records by competing head-to-head againsteach of the other teams in the league. A winner in such a system may bedetermined based on the performance of active real-life athletes in reallife games. It should be recognized that any desired game type and/orscoring system may be used in various embodiments.

In some embodiments, a playoff type game may be played. For example,participants may play one or more games during a regular season offantasy games that may or may not correspond to a regular season of anunderlying sport. Participants may be eliminated during the regularseason in some embodiments. Participants may acquire points and/or winsduring the regular season. Participants remaining at some point in thegame, with a most number of points and/or wins at some point in the gamemay qualify for a playoff type game. The playoff game may be similarand/or different to a “regular season” game. For example, a participantmay be able to select members for their playoff team and engage in gamesin the playoffs with the selected fantasy team. A winning of the playoffmay be larger than a winning of a regular season. Players that may beselected may be limited to those players that are participating in aplayoff in an underlying game. Different rules regarding budgets,uniqueness, and/or scoring may be used in a playoff game.

One or more games may include a user-specified accomplishment. Forexample, a group (e.g., head-to-head, pool, rotisserie, league, etc.) ofplayers may play a group game. Each player may identify anaccomplishment and a team. The team may win if the team achieves theaccomplishment. Each player with a winning team may be a winning playerin the game. A gaming operator may set some characteristic thatdetermines how the money is split based on difficulty of achieving theaccomplishment (e.g., players with more difficult accomplishments maygain more money from a pool). A single player game may be played inwhich similarly an odds or other characteristic may be determined by ahouse that facilitates play of the game.

Some embodiments may include a pari-mutuel pool for a league. Forexample, each player that enters a team into a league may pay money. Thewinner of the league may win at least a portion of the pool of money.

It should be recognized that a fantasy sports game need not be limitedor restricted in time. For example, a fantasy sports contest may last anentire season, a portion of the season, a definite period of time (e.g.,one month, two weeks, three days, one hour, etc.), the duration of aparticular event (e.g., Wimbledon, etc.), a portion of a particularevent, or any other suitable period of time.

In some embodiments, a fantasy sports contests may include event gameoptions. For example, fantasy sports contests may involve a participantwagering on whether particular outcomes will occur (e.g., whether aparticular golfer will make the next put). Such games may be playedagainst a house, another participant (e.g., a participant against whom ateam-to-team game is played, and so on).

It should be recognized that these examples are only one non-limitingexamples and that any manner of fantasy gaming and/or or othergaming/wagering may be used as desired.

Example Interface Discussion

Some embodiments may include presenting an interface through which aplayer may form a team for such a game and/or receive/enter anyinformation about such a game. Such an interface may identify if one ormore possible members has been chosen as part of a casino team and/orother team (e.g., that may eliminate the selection by a player for agame against that particular team in some embodiments). Such members maybe excluded from an interface in some embodiments if rules of such anembodiment prevent the member form being added to a team for some reason(e.g., the member is in another team, there are already a number ofcommon members to teams and addition of a member would exceed a maximumthreshold of common members, a member is expected to be injured, and soon). Such an interface may identify a number of times a member has beenselected for a team and/or an amount of money that has been risked onand/or against teams with a member. Information for such an interfacemay be populated by a gaming operator and presented to a user through acomputing device (e.g., a cellular telephone, a kiosk, etc.).

In some embodiments, one or more characteristics for a game involving aplayer's team, a casino's team and/or any number of other teams may bedetermined based on members of each respective team and/or anaccomplishment selected by a player. For example, in some embodiments,odds, moneylines, point spreads, a handicap and/or any desiredcharacteristic may be determined for a game of one team against anotherteam based on expected performance of members of one team compared tomembers of another team. Various examples of determining characteristicsare given herein.

In some embodiments, such information may be displayed in an interfacerelated to a selection of a team. For example, a handicap or otherinformation (such as odds, payout ratios, etc.) may be displayed in aninterface for the selection of a team. Such information may identify howa selection of one player, or another player has affected or wouldaffect a handicap if added to a team. For example, a handicap mayidentify a current handicap at a current makeup of a team even if theteam is not complete or finalized. As members are added and/or change,the handicap may adjust to reflect the next state of the team.

In some embodiments, in response to a selection of a player's teamand/or an opponent's team, such characteristics may be displayed to aplayer though an interface. For example, in response to a formation of aplayer's team and a selection by that player that the player desires toenter into a game setting that team against an accomplishment beingachieved by the team, an indication of an odds (or other characteristic)for such a game may be identified through an interface to the player.The interface may allow the payer to accept, alter, set a money amount,reject, and so on the game having the identified characteristic. Forexample, an interface may identify that a player may enter into the gamewith the player's team being required to earn 8.5 points in order to winthe game with a 3 to 1 odds. A player may be able to choose betweenachieving the accomplishment or not achieving the accomplishment withsame or different odds. The player may enter a dollar amount in responseto such an indication to play a game, press an accept button to enterinto the game, reject entry into the game, and/or take any other actionsthrough such an interface.

A user may choose members of a team, view odds, choose a side to gameon, confirm a game, and so on through such an interface. A user mayselect a player team. A handicap of points may be determined (e.g., theplayer team has a 1-point advantage), and/or a money line may bedetermined (e.g., $115 must be game to win $100). Some embodiments mayinclude tournament elements, group elements, raising elements, surrenderelements, and/or any other elements that may be described herein orelsewhere. An interface may display controls and/or informationregarding such elements to facilitate play.

It should be recognized that while some embodiments may be described interms of a game against a casino and/or a wager against a casino, thatother embodiments may include a game against another player and/or agame involving a team formed by another player and/or casino (e.g.,casino formed team, player-specified accomplishment). Elements of oneembodiment may apply to another embodiment in any combination (e.g., aninterface that includes information such as handicaps about possibleopponent teams may be included in a plurality of embodiments).

Example Systems

One example fantasy sports system is described in U.S. Pat. No.6,371,855 to Gavriloff, which is hereby incorporated herein byreference. Another example fantasy sports system is described in U.S.Pat. No. 7,001,279 to Barber, which is hereby incorporated herein byreference. Yet another example of a fantasy sports system is describedin U.S. patent publication number 2008/0287198 to Callery, which ishereby incorporated herein by reference. An example of a fantasy sportssystem that may include additional interactive elements is described inU.S. Pat. No. 7,351,150 to Sanchez, which is hereby incorporated hereinby reference. One variation of a fantasy sports game is given in U.S.patent publication 2005/0064937 to Ballman, which is hereby incorporatedherein by reference. An example of a fantasy sports betting system thatmay provide additional advice to players is described in U.S. patentpublication 2007/0060380 to McMonigle, which is hereby incorporatedherein by reference. An example commissioner system for a fantasy sportssystem is described in U.S. patent publication number 2008/0200254 toCayce, which is hereby incorporated herein by reference. An examplesystem for managing assets and transactions related to a fantasy sportssystem is described in U.S. patent publication 2008/0215168 toCharchian, which is hereby incorporated herein by reference. An exampleof pari-mutuel wagering related to fantasy sports is described in U.S.patent publication number 2009/0023495 to Koustas, which is herebyincorporated herein by reference.

It should be understood that the above are merely illustrative elementsof fantasy sports contests. Any other suitable arrangement or approachmay be used. It will further be understood that the nature of thefantasy sports contests may vary depending on which activity or sport isinvolved or based on any other suitable criteria.

Some embodiments may include a gaming operator that includes one or moresystems, such as a fantasy sports system. One example fantasy sportssystem 200 is illustrated in FIG. 2. As illustrated, fantasy sportssystem 200 may include a gaming system 201, an event server 203, anetwork 205, a client computing device 207, a staff computing device209, a mobile device 211, and an event source 213.

Gaming system 201 may be configured to perform any desired servicesrelated to a game. For example, gaming server 201 may receive one ormore indications related to a game (e.g., achievement, teams, money,groups, raising, surrender, etc.). gaming system 201 may match playersinto a game, may form games, may audit games, may determine/provideoutcomes of games, may transmit data for interfaces, may act astreasurer or house for a game, may provide gaming opportunities, mayperform a method such as one described herein, and so on. In someembodiments, gaming system 201 may allow a player to enter into a gameagainst another player. It should be recognized that gaming system 201may include any number of systems, computing devices, and/or any desiredcomponents.

In some embodiments, gaming system 201 may include an exchange-basedgaming system. One example exchange based gaming system is described inU.S. patent application Ser. No. 10/831,375 to Burgis and entitledSystem and method for managing risk associated with producttransactions, which is hereby incorporated herein by reference. In someembodiments, bid and/or offers for a game may be received and games maybe formed based on the bids and/or offers.

It should be recognized that the above example of a gaming system isgiven as a non-limiting example only. In some embodiments, a gamingsystem 201 may receive an indication of a fantasy sports team on which agame is desired. Gaming system 201 may form a game defined by the teamand the accomplishment. Such a game may include one or more gamingsystem defined characteristics (e.g., odds, payout ratios, handicap,etc.) that may be based on the team and/or the accomplishment.

In some embodiments, a casino or other venue may act as an intermediary(e.g., gaming server) between players. For example, a casino may enterinto two offsetting games with two players. In some embodiments, awindow of time may be set for particular gaming opportunities (e.g.,gaming opportunities for particular teams). The gaming server may acceptsome games that offset one another so that risk is minimized by thegaming server. Some examples of a gaming portal that may be used in someembodiments are described in U.S. patent application Ser. No.12/979,546, which is hereby incorporated herein by reference.

Event server 203 may be configured to receive and/or process informationregarding events. The events may include real life sporting events. Forexample, events may include hits, runs, completed passes, incompletepasses, interceptions, catches, bases stole, blocks, three-point shots,steals, fumbles, shots on goal, and/or any other information. Events mayinclude events at a recent game and/or events from non-recent games.Events may be received substantially simultaneously as the eventhappening.

Event server 203 may determine fantasy sport outcomes and/or pointsbased on the events. For example, in an embodiment in which aparticipant receives a point if a real-life player that corresponds to amember of the participant's fantasy sports team scores a touchdown, thenthe event server may be configured to add a point to the participantwhen information identifying that the player scored the touchdown isreceived. In some embodiments, event server 203 may be configured tomaintain historical records of event information. Such information maybe used periodically to determine outcomes and/or points. In someembodiments, event information may be used to determine performancevalues for a fantasy sports team.

Some examples of receiving and processing event information aredescribed in U.S. patent application Ser. No. 12/367,566 to Plott andentitled Mobile Gaming Alert, which is hereby incorporated herein byreference.

Network 205 may include any desired communication network or networks.Network 205 may include wired portions and/or wireless portions. Network205 may include a local network, the internet, and/or any desirednetwork. Network 205 may allow portions of system 200 to communicateamong one another and/or outside systems.

Client computing device 207 may include any desired computing device.Client computing device may be configured to allow a participant toenter and/or access information regarding a fantasy sports game. Forexample, client computing device 207 may include a network connectedcomputer at a casino, at a remote location, and/or at any desiredlocation. Client computing device 207 may include a special purposecomputer configured to display sporting statistics, game feeds, gameoption and so on, on one or more displays (e.g., that display aninterface such as one described herein). Client computing device 207 mayinclude input and/or output elements for money related to one or moregames (e.g., a ticket in ticket out device, a credit card device, a cashdispenser, a cash intake element, etc.). Client computing device 207 maycommunicate with one or more other elements of system 200, such asgaming system 201 to submit or receive information. System 200 mayinclude any number of client computing devices that may allow any numberof participants to play any number of fantasy sports games.

Staff computing device 209 may include a computing device configured tobe operated by a staff member of a gaming establishment, such as acasino. Staff computing device 209 may include a device at a sports bookat which a participant may tell a staff member about a desired game, thestaff member may enter the information to create a game, a bid for agame, a fantasy sports team, an accomplishment, and so on.

Mobile device 211 may include any desired mobile computing device. Forexample, mobile device 211 may include a mobile telecommunicationsdevice such as a cell phone, a mobile gaming device and so on. Anexample mobile gaming device is described in U.S. patent applicationSer. No. 11/868,013 to Lutnick and entitled Game of Chance ProcessingApparatus, which is hereby incorporated herein by reference. Otherexample mobile gaming devices may include tablet computers, smartphones,and so on. Mobile device 211 may communicate over a wireless network,such as a portion of network 205. Mobile device 211 may allow aparticipant to enter and/or receive information related to a fantasysports team and/or game.

Event source 213 may include any desired source of information relatedto events. For example, event source 213 may include a television, anRSS feed, a news feed, a newspaper publication, an announcer, a website, a log of events, a phone system, a television, and so on. Eventsource 213 may be part of system 200 or may be separate form system 200(e.g., a system run by a sports league or television channel such asESPN, NFL.com, and so on). Event source may be connected to the internetand provide information about events to system 200.

Various elements of a system may be considered a module. For example, aninterface module may receive, transmit, and/or perform any actions forallowing interfaces of any type to function; a gaming module maydetermine information, process games, determine outcomes, and/or performany actions for allowing gaming functionality; an accounting module mayfunction to manage accounts; and/or any collections of modules (e.g.,that match or do not match elements and/or functions portions that maybe described herein) may be used in some embodiments.

It should be recognized that system 200 is given as a non-limitingexample only. Various embodiments may include additional, alternative,fewer, different, and so on components as desired. For example, someembodiments may include a web server, an authentication server, and orother servers as desired. It should be recognized that system 200 maynot be a singular system, but rather may include various components thatmay be owned, operated, and/or manufactured by different entities.System 200 and/or one or more components thereof may operate tofacilitate gaming such as by performing one or more methods describedherein or otherwise. In some embodiments a system, for example, may bepart of a cloud computing environment, an over-the-counter wageringenvironment, and/or a white labeled gaming service environment.

Player Groupings Examples

Some embodiments may include gaming between groups of players. FIG. 3illustrates an example process that may be performed in some embodimentsto facilitate such group-based gaming. Process 300 may begin at block301 and/or in some other manner (e.g., such as with a registrationprocess as may be discussed elsewhere herein). Process 300 may beperformed by system 200 and/or one or more components of system 200 suchas gaming system 201, event server 203, a processor, and/or any otherdevice.

As indicated at block 301, some embodiments may include determining afirst group for each of a first set of players. The set of players mayinclude any number of players. Such a determination may be made for eachplayer in response to a request from the player to join a group, inresponse to some characteristic of the player, in response to a requestfrom another to have the player join a group, and/or based on anydesired action or characteristic.

As an example, the first group may be a location-based group. Players ina particular location may be determined to be part of the first groupbased on their presence at the location. A location, for example, may bea bar, a state, a college campus, and/or any desired location. Variouslocation determination technologies may be used to make such allocationdetermination and are known in the art (e.g., gps, location based onWi-Fi connection, IP based location, triangulation, etc.).

A location's affinity (or any characteristic's affinity) to a group maybe determined in some embodiments. Such an affinity may be establishedin response to a request, based on a desire of a gaming operator,randomly, in response to a request from a player, and so on. Forexample, an owner of a location may request that the location beassociated with the group, a gaming operator may determine that usersare in a group based on gaming history, a player may form a group with agiven characteristic through a user interface, and so on.

A location or other characteristic may be a presentlocation/characteristic and/or a prior location/characteristic. Forexample, in some embodiments, a location may include a current locationso that all and/or some players in a particular location may bedetermined to be in a first group that is defined by that location. Insome embodiments, a location may include a past location so that playersthat have been in the location are determined to be in the group.

As another example, the location may include one or more prior locationsassociated with a player. For example, players that have spent more thana threshold amount of time at a location may be determined to be in thegroup, players that have visited the location more than a thresholdnumber of times may be determined to be part of the group, players thatvisit the location more than some other location may be in the group,and/or any use of historic and/or current location information may beused to determine membership in one or more groups.

It should be recognized that while some embodiments have been describedas including location-based groups, that such examples are non-limiting.Groups may be defined by any desired characteristic. For example, groupsmay be defined as fans of a band, fans of a team, alumni of a school,people with a particular name, people with a particular gender, peoplethat access a particular network, people with children, people with anycharacteristic whether voluntary or involuntary as desired.

Such group definitions may be determined by request (e.g., from a groupfounder/sponsor such as a school, bar, member of the group, team, band,etc.) and/or by a gaming operator without a request to form such agroup. For example, a group may be formed for a bar so that the bar canplay group games against another bar that also has a group in responseto a bar owner and/or bar patron requesting that a gaming operator formthe group. A location may be defined as the premises of the bar definedby gps coordinates, a location proximate to a gps coordinate of the bar(e.g., within some defined distance), in a geofence that covers thepremises of the bar, connected to the Wi-Fi network that covers the bar(e.g., in some embodiments players that connect to a particular Wi-Finetwork may be assigned to that Wi-Fi network's associated group),and/or in any other manner. Similarly, any characteristic (e.g., onebased on a discrete or continuously measurement) may be defined by amember of a group, a creator of a group, a gaming operator, and so on asdesired to define a group.

Some embodiments may include receiving a request to join a group. Forexample, a player with a location or other characteristic may beeligible to join a group that is based on the location or characteristicbut must request to join the group. Players that request without thecharacteristic may be denied entry into the group. A gaming operator maymake a determination as to such eligibility by determining existence ofthe characteristic.

In some embodiments a player may be placed in a group without such arequest. For example, A gaming operator could form groups based ongaming patterns (e.g., you are a Bears fan based on Bears wagers, youare a Packers fan based on Packers wagers). A player may or may not berequired to verify entrance into a particular group.

As would be understood as a non-limiting example from the abovediscussion, one example embodiment of determining that each of the firstplayers is part of the first group may include one or more ofdetermining the first group defined by a first location, determiningthat each of the first players are and/or have been at the firstlocation, and determining that each of the first players belongs in thefirst group based on those determinations.

As indicated at block 303, some embodiments may include determining asecond group for each of a second set of players. The second set ofplayers may include any number of players. Determination of a group,determination of a characteristic that defines a group, determination ofmembership of a player to a group, and/or any other actions related toblock 303 or the like may take a form that may be similar to a form asdiscussed above with respect to block 301.

As would be understood as a non-limiting example from the abovediscussion, one example embodiment of determining that each of thesecond players is part of the second group may include determining thesecond group defined by a second location (or other secondcharacteristic that may be of a same or different type than a firstcharacteristic that defines a first group), determining that each of thesecond players are and/or have been at the second location (and/or haveand/or have had the second characteristic), and determining that each ofthe second players belongs in the second group based on thosedeterminations.

As indicated at block 305, some embodiments may include matching one ormore of the first set of players against one or more of the second setof players in one or more games based on the one or more of the firstset of players being in the first group and the one or more of thesecond set of players being in the second group. The players may bematched together in a fantasy game and/or any other game.

A determination may be made that the first group and second group arerival groups. For example, the groups may be affiliated with rivalteams, rival locations, rival characteristics, rival bars, and so on. Arequest may be made from one or more of the groups to initiate a rivalryin some embodiments (e.g., one or more members of a first group maychallenge a second group to compete in games). A gaming operator mayinitiate a rivalry in some embodiments based on such a request orotherwise without such a request. Based on such a determination,matching between members of the groups may be performed. A gamingoperator may track rivalries and may allow or disallow games to beplayed based on those rivalries. In some embodiments all groups may berivals of all other groups.

Matching may take various forms. For example, in some embodiments,matching may include actively placing a player into a game againstanother player (e.g., forming a game in a data structure by a gamingoperator). In other embodiments, matching may include allowing a playerto join a game against another player, removing a restriction on oneplayer joining a game against another player, counting a game betweentwo players as part of a group challenge, and/or any other type ofactions that may facilitate some form of gaming between groups. In someembodiments players in a same group may be restricted from play againstone another. In some embodiments, only players in rival groups may beallowed to play against one another. In some embodiments any players mayplay against each other, but such play may only qualify for some type ofgroup challenge if the players that play against each other are in rivalgroups. A gaming operator may track, monitor, enforce, impose, and/orotherwise manager such group play restrictions.

Accordingly, in some embodiments, a location of a player may determinethe other players that the player may play against based on the otherplayers' locations. For example, a group of people in a first bar may bematched against players in a second bar to play a bar vs bar fantasysports game. This type of group-based matching may enable a bar to bar,school to school, state to state, etc. challenge in a gamingenvironment.

As another example of matching that may be used in some embodiments, amatch may be made on a group-to-group basis. For example, a single gamemay be played between two groups. In a fantasy sports environment, eachgroup may choose a team and those group teams may play against oneanother. In some embodiments, a single player from each group may pickthe team so that the players are representatives of the groups. Theplayers to be representatives may be chosen by votes from the group, byrecord in other games, by a gaming operator (e.g., randomly), by arunner of a group, and so on. A gaming operator may facilitate suchrepresentative choosing or other group team choosing.

As indicated at block 307, some embodiments may include facilitatingplay of one or more games involving the one or more of the first set ofplayers and the one or more of the second set of players. A game mayinclude any type of game whether wagering or otherwise. Some embodimentsare discussed in terms of a fantasy type game. A game may includeindividual games and/or group-based games. In some embodiments multipleindividual games involving individuals from each of the groups may beplayed. Those games may be used to determine an outcome of agroup-to-group game. Outcomes may be determined in various manners suchas those discussed herein or otherwise known in the art (e.g., based onevent happenings in real events monitored by a gaming operator todetermine a fantasy sports outcome). Winners may be awarded some prize(e.g., based on a buy-in amount).

In some embodiments, a game may include individual games and/or a groupchallenge. For example, individual players in each group may playagainst players in another group in individual games. The individualgames may aggregate together in some manner to form a group game. Forexample, a group challenge may be played in which the number of wins byindividuals in each group are summed and the group with the most wins,wins the group challenge. For example if more people in group 1 wintheir games against people in group 2 then group 1 wins a group game. Asanother example of an aggregate outcome, a group that wins by a highestamount win wins are summed may win a group challenge. For example, ifmore money is won by group 1 than group 2 players then group 1 may winthe challenge. Or, as another example, if group 1 teams beat a spreadagainst group 2 teams by a larger amount in sum, then group 1 may win agroup challenge. It should be recognized that any manner of aggregatingoutcome elements may be used to determine an outcome of such a groupchallenge and these example aggregates are given as non-limitingexamples only. A gaming operator may monitor games and groups todetermine such an aggregate outcome of a group challenge.

In some embodiments, a group game may be a game that is played by all orsome of the group members (e.g., group members that engage ingroup-to-group games) and/or other players. For example, in someembodiments, a third party may take a position on which group will win agroup challenge (e.g., place a wager on the aggregate outcome). A gamingoperator may receive information about such a game, may find an opponentfor such a game and/or book a wager on such a game, may monitor thegroup events, and determine an outcome based on the group events.

As another example, a buy-in to a member of a group to member of anothergroup game may fund a group-to-group game. For example, if $10 is a buyin for each of a member of group 1 and a member of group 2 to play anindividual game against one another, some portion of that total $20 buyin money may be used to fund a group-to-group game. The winning groupmay win a summed pool of such subgroup buy-in portions. For example $1of each buy in may go to a group pool. So if 100 members play, the grouppool may be $100. A winning group may win that $100. The win money maybe split among group members, assigned to a group account, and/or in anyother way be credited on to the benefit of the winning group even ifindividual members of the group lose. So, in some embodiments a playerin a group may win money even if the player loses a game.

In some embodiments, a group sponsor may earn the group win. Forexample, if a bar sponsors a group, an account maintained on behalf ofthe bar may be credited with the win for the group. A gaming operatormay track group sponsors through a data structure, may track groupsponsor accounts, and may credit such accounts based on group gamingevents. A group sponsor may use the money in whatever manner the sponsoragrees to with the group (e.g., taking as payment for sponsorship,buying free drinks for patrons, upgrading facilities, donating tocharity, etc.). A gaming operator may facilitate voting by group membersto determine how to use such group winnings.

In some embodiments, a group may elect a recipient for group game wins.For example, the group members may elect (e.g., by entering informationinto an interface) that a charity receives group game wins. The groupmembers may indicate to a gaming operator that the charity shouldreceive group game wins. The gaming operator may facilitate payment ofgroup game wins to the charity (e.g., crediting an account, mailing acheck, etc.).

Some embodiments may include establishing teams for one or more of thegames. For example, in embodiments in which individual players in group1 are matched against and then play respective games against individualplayers in group 2, the players in each game may pick a fantasy team forthat game. Player A from group 1 may play against player B from group 2and each of player A and player B may pick a team through a userinterface to establish their teams for a such a game. Various examplesof picking teams are described herein and/or known in the art and may beused in various embodiments.

Some embodiments may include placing a restriction and/or requirement onteam selection based on a group membership. It should be recognized thatvarious examples of those restrictions and/or requirements are given asnon-limiting examples. Such restrictions and/or requirements may becombined in any manner. A gaming operator may impose such restrictorsand/or requirements. A gaming operator may provide information identifysuch restrictions and/or requirements through an interface. Suchinterface information may be updated as actions related to restrictionsand/or requirements are taken.

For example, in some embodiments, a group in sum must make someselection requirement. A group collectively may be required to use allplayers on a real sports team at least once. For example, if a group isaffiliated with a particular football team, then that member of thatgroup may be required to use every member of that football team at leastone time when they collectedly form their teams for a set of games. Aninterface may provide information to members of the group indicating therequired players that must still be played. When a member of a grouppicks a player, an interface for another member of the group may beupdated by a gaming operator to indicate that that player has beenplayed. If all of the players are not played, a group may lose, a groupmay be hit with a penalty, group members may be notified that they mustcorrect the error, and/or any action may be taken. Although examples aregiven in terms of using a whole team, it should be recognized that anymanner of group wide team selection may be used. For example, eachplayer of a team may be required to be used at least some thresholdnumber of times that is greater than one, members of a team may berequired to be used collectively at least some number of times by eachmember may not be required to be used, and so on.

As another example of a restriction/requirement, some embodiments mayprevent players in a group from choosing members from certain team(s)and/or require picking at least some members from certain team(s). Forexample, in some embodiments, each team from a member of group 1 may berequired to include at least 3 members of team 1 that is affiliated withgroup 1. As another example, each team from a member of group 1 may beprevented from including a member from team 2 that is affiliated withgroup 2 against whom group 1 is playing a game.

It should be recognized that various examples of group gaming given withrespect to FIG. 3 are non-limiting examples only. Such examples may becombined together in any manner. Other embodiments may includedifferent, same, more, less, and so on functionality as desired.

Gameplay Examples

Some embodiments may include play of one or more games. A gamingoperator may take one or more actions to facilitate gameplay involvingone or more contestant in a game. In some embodiments, such gameplay mayinclude play of a fantasy game (e.g., fantasy sports game) between twoor more contestants (e.g., players, groups, members of rival groups,etc.). FIG. 4 illustrates an example method that may be used tofacilitate gameplay in some embodiments.

As indicated at block 401 some embodiments may include receiving anindication of a first fantasy team for a game. The indication may bereceived from a computing device (e.g., a device operated by acontestant, a client computing device a mobile computing device, staffcomputing device). In some embodiments, the first fantasy team mayinclude a first plurality of members that each correspond to arespective player of a sport, as discussed above. Such a team may bereceived from a member of the first group discussed above in anembodiment that involves group gaming.

In some embodiments, the indication may include an indication of each ofthe members of the fantasy team. In some embodiments, the indication mayinclude an indication of a position for one or more of the members ofthe fantasy team (e.g., quarterback). In some embodiments, an indicationof a fantasy team may include an indication of an outcome of a draft. Insome embodiments, an indication of a fantasy team may include anindication of a selection of members of the fantasy team (e.g., by aparticipant of a fantasy sports game, by a casino as part of a selectionof one or more casino teams). Various examples of forming a team aredescribed above and it should be recognized that an indication of suchforming may be received in any number of ways in some embodiments.

Some embodiments may include requirements and/or restrictions on teamselection (e.g., uniqueness, based on group membership, based on othergroup members, etc.). Various examples of such requirements are givenherein and/or known in the art. Some embodiments may include verifyingthat the team meets requirements and/or providing information about therequirements and/or retractions to a contestant.

In some embodiments, at least two of the first plurality of members maycorrespond to a same first player of the sport. It should be recognizedthat in various embodiments, any number or none of the members maycorrespond to the same first player. The members may be assigned same ordifferent positions from one another and/or the real player, in variousembodiments. In one example, all members on a team may correspond to asame first player. In some embodiments, two or more members of a teammay correspond to respective players that play in a same position in thesport even if the sport only allows one player to play that position atone time. For example, in some embodiments, a fantasy team may includemultiple members that correspond to players that play as quarterbacks.

It should be recognized that some embodiments may include assigningmembers to a position and some embodiments may not include assigningmembers to a position. Such assignment to a position may and/or may notbe affected by non-unique members. In some embodiments, non-uniquemembers may not be assigned positions at all and may earn points basedon actions of the player regardless of position played by the player. Insome embodiments, non-unique members may be assigned positions and mayearn points based on actions of the player that are relevant to eachassigned position. As discussed above, some embodiments may includenon-player members of a fantasy team, such as a head coach and/or fansof a team.

As indicated at block 403, some embodiments may include receiving anindication of a second fantasy team for the game. Such receiving may besubstantially similar to the receiving of block 401. The second fantasyteam may include a second plurality of members that each correspond to arespective player of the sport. such a team may be received from amember of the second group discussed above in an embodiment thatinvolves group gaming.

In some embodiments, at least one of the second plurality of memberscorresponds to the same first player of the sport discussed above. Insome embodiments, for example, the first fantasy team includes one ormore of the first player and the second fantasy team includes one ormore of the first player. A combined number of times the first player isincluded in any number of times may not be limited in some embodiments.A combined number of times the first player is included in any number oftimes may be limited in some embodiments. In some embodiments, a numberof members of a first team and a second team that are common may belimited (e.g., a second team may be rejected or otherwise not allowed tobe selected if the number of common members exceeds a threshold number).

Although some fantasy games may include two or more teams, others mayinclude only a single team and block 403 is given as a non-limitingexample of games in which two or more teams are part of a game. Forexample, members of each group may play an over under game based onwhether a team chosen by each member scores over or under some scorethreshold.

In some embodiments, any number of players may select teams for anynumber of games. Two are shown in blocks for simplicity, but it shouldbe understood that any number may be used. Some examples are given interms of four or two or other numbers as non-limiting examples only. Ina four-person example, two more players may choose respective teams insimilar fashion to the other teams being chosen. These third and fourthteams may have similar properties to the first and second team. Thesethird and fourth teams may be from members of the first and second groupin a group gaming embodiments (e.g., in a game involving multipleplayers from each group, in different games played between members ofthe groups). These third and fourth teams may be from members of othergroups in a group gaming environment with more than two groups (e.g.,between a different set of rival groups, in a game involving four rivalgroups). In various embodiments, such four teams may play in a singlegame, a tournament, and/or different games (e.g., one vs two, three vsfour).

As indicated at block 405, some embodiments may include receiving anindication of information related to real events in which members of thefirst and second team participated. Such information may describehappenings in one or more sports. For example, statistics may relate topast performance of one or more players of a sport. For example, astatistic may include a number of completed passes, a number of yardsrun last game, a number of games played in a career, a current earn runaverage, a percentage of free throws made, and/or any desiredinformation. Such an indication may be received from an event source(e.g., from a historical database of an event source). It should berecognized that any information regarding one or more members of one ormore teams may be received in various embodiments. Such information mayinclude information about prior games. It should be recognized againthat any number of teams may be relevant to such an action and that twoteams is given as a non-limiting example only.

As indicated at block 407, some embodiments may include determining,based on the respective information, the first fantasy team, and thesecond fantasy team, a characteristic (e.g., a payout ratio, a spread,other odds, a minimum risked amount, a maximum risked amount, and so on)for a game involving the first fantasy team and/or the second fantasyteam (e.g., in games involving two or more teams, may be in response toreceiving other teams in embodiments with other teams).

A spread may include an amount of points that one team must win againstanother team to be considered a win by the one team. A spread may bedetermined such that a team with players that have better statistics mayhave to win by at least some number of points to be considered a winningteam.

Some embodiments may include determining characteristics related to agame and/or (possible or actual) member of a fantasy team. For example,some embodiments may include determining an expected number of pointsthat a team and/or member may earn in a game. For example, a fantasyteam selected by a player and/or casino may include a number of members.A determination of a number of points that each team and/or member mayearn in a fantasy game may be determined in some embodiments. In someembodiments, a determination based on such expectation may be used todetermine odds, moneyline, payout ratio, spread, and/or othercharacteristic of a game.

In some embodiments, a skew may intentionally be introduced to such adetermination of a characteristic. Such a skew for example may includeintentionally lowering an expected points earned by a member of afantasy team and/or fantasy team in whole than would be expected fromstatistics. Such a skew may encourage players of a game to selectmembers of the team that are higher performing than they would normallypick (e.g., in cases in which player's prefer to have an underdog team).

A determination of an expected number of points for a member and/or teammay include determining a number of points that the member is expectedto earn based on historic performance of the player. The data mayinclude information indicative of each participant's ability tocontribute to the accomplishment in prior events to the plurality ofevents. The historic performance may include performance from all priorgames, recent prior game, prior games against an opponent (e.g., team,coach, player) that the member will be playing an upcoming real gamethat may be used as a basis for determining an outcome of a fantasygame, history of home and/or away games, and so on. Various weightingsmay be given to historic information to make such a determination. Forexample, recent games may be given more weight than non-recent games indetermining an expected points. If an upcoming game is an away game,away games may be given more weight than home games. Games against sameopponents may be given more weight than games against differentopponents. It should be recognized that any combination of weights andinformation may be used in determining an expected number of points fora particular member as desired and that examples given are non-limiting.Such information may be displayed through one or more interfaces in someembodiments.

In one particular non-limiting example, player X may have an expectednumber of points to be earned in an upcoming game. In the past twoseasons, player X may have earned an average of 70 points each game. Inthe current season, the player may have earned 60 points for two of thethree games. One of the three games may have been against team A andmember may have earned 80 points. Such information may be received insome embodiments. A determination of an expected points may be made byan algorithm that takes such information into account. For example, anexpected number of points may be determined such that expected pointsare equal to 70 times A (e.g., 0.33)+70 times B (e.g., 0.33)+60 times C(e.g., 0.1)+60 times C (e.g., 0.1)+80 times D (e.g., 0.13). In thisexample embodiment such an expected number of points may equal 68.6. Insome embodiments, such an expectation may be skewed down intentionally(e.g., by a set percentage, by a number of points, if it is great than athreshold, etc.) to, for example 65 points.

In some embodiments, a sum of points of each member of a team may beused to determine an expected number of points for a team. For example,a sum of expected points to be earned by members of a team picked by afirst player may be used to determine an expected number of points thatthe first player's team will earn in the game. As another example, a sumof expected points for each member of a player team may be used todetermine an expected number of points for a player team to earn in agame.

Some embodiments may include determining a characteristic for a gamebased on such characteristics of a team. For example, a characteristicof a game may be determined based on expected points of one or moreteams and/or one or more members. For example, a spread may bedetermined for a game involving two teams based on a comparison ofexpected pointed for each of the teams. For example, as a non-limitingexample, if a first team has an expected number of points of 100 and asecond team has an expected number of points of 110.5, a spread may be10.5 points. Such a spread may include an amount of points that a secondteam may be required to win by in order for a game on the second team tobe a winning game. Such information may be presented to a user throughan interface (e.g., an interface for selecting a team, an interface formaking a game, and so on). In some embodiments, a house edge may beadded to one or more sides or teams as desired.

In some embodiments, such an expected points may be used to determine anodds and/or payout ratio (e.g., in combination with an accomplishment).For example, an odds that are worse for the player may be determined ifthe accomplishment is to achieve points that are less than the expectedpoints and may be better for the player if the accomplishment is toachieve points that are greater than the expected points.

Some embodiments may include determining information about a team as theteam and/or members thereof as a team is selected. For example, aninterface may display a current expected point total for a team as theteam is being select, an amount that each player will add to the teamexpected point total in a selection interface, and/or other informationto aid in the selection of a team. Such information may be used, forexample to adjust a team, to verify a game, and so on. Accordingly, itshould be understood that orderings of actions are given in anon-limiting manner and that various information may be determined anddisplayed in order to aid in the formation of a team for one or moreplayers of game that may be used to determine a characteristic of thegame.

It should be recognized that various examples of characteristicdetermination are given as non-limiting examples only. Other embodimentsmay include any desired methodology. For example, in some embodiments,actual expected events of a real game may be determined (e.g., expectedpassing yards, expected touchdowns), and based on such expected events,an expected score may be determined. As another example, someembodiments may include adjusting a characteristic based on other games(e.g., if many players the thing a particular team will win, the teammay be given an increase in expected points; if a player that has awinning record thinks that a team will win, the team may have anadjustment made to the expected points, and so on). In still otherembodiments no such characteristic may be determined at all.

It should be recognized that while points earned in a fantasy game aregiven as examples of information that may be used to determinecharacteristics, that any desired characteristic may be determined basedon any element of an event (e.g. length of game, number of hits, etc.)that may or may not be translated into points through game rules.

While examples of block 405 are given in terms of a game of two players,it should be recognized that such an action may apply to a game of anynumber of players. For example, a game of four players may be played andsuch an action may apply to said game. Multiple games of two played maybe played and this action may apply to each said game.

For example, in a four-player game, a number of expected points that isa lowest expect points from among the expected points of each of thefour teams may be determined. Such a minimum may be set as a zero pointfor a four-player game. Each team of the four teams that has an expectedpoint value higher than that minimum expected point value may beassigned a negative starting value for an amount that an expected pointvalue of that team exceeds the minimum. Accordingly, each team may bepenalized for having a higher expected point amount so that the teamscompete in a fairer manner. As another example, A highest (or any value)of the expected performance values may be set as a zero point. Otherteams may have some starting bonus added to their score in relation tothe difference between their score and the highest score to balance outthe differences in expected scores. Some embodiments may have some addedbonus and some subtracted penalty if a score that is neither the highestnor the lowest is selected as a zero point.

Some embodiments may take one or more actions to form or finalize agame. For example, players may join a league and when a league and/orotherwise be matched together into a game. In response, the players maybe charged a fee (e.g., a wager amount, a contest entry fee, an amountof money risked, etc.). When a game has a number of players, the gamemay be formed. If insufficient players join, the game may be canceled,and players may be returned their fee. In some embodiments the fee maybe charged at a later time such as when sufficient players join, when agame is otherwise finalized such as after teams are picked, when aspread is set, etc. In some embodiments, a game may be finalized whenteams are set and/or a characteristic is established. Forming and/orfinalizing a game may include notifying one or more players, adjustingaccount balances, making entry into a data structure that is used totrack a game, and/or any desired actions. In some embodiments, variousgame related actions may be performed, such as debiting and/or creditingaccounts, obtaining signed contracts, collecting chips or money, and soon.

As indicated at block 407, some embodiments may include determining anoutcome of the one or more games. The outcome of the game may bedetermined based on happenings of one or more events. For example,events related to members in the team(s) may be used to determine pointsfor each team, as described above. A comparison of the points may beused to determine the outcome. In some embodiments, determining theoutcome may include determining the outcome based on events in one ormore games involving the members on one or more fantasy team. Someembodiments may include receiving an indication of the performance ofthe members (e.g., from an event source).

As discussed above, some embodiments may use the outcomes of one or moregames as input to one or more other games. For example, a group game maybe based on outcomes of individual games between rival group members.Accordingly, some embodiments may include determining an outcome of agroup game based on the outcome of the one or more games.

Some embodiments may include transmitting an indication of a payoutamount based on the outcome of the one or more games and/or group game.Such a payout amount may be determined based on the outcome and/or acharacteristic of a game (e.g., payout ratio Such an indication may bemade to a client. In some embodiments, such an indication may include anindication that a payment was made. In some embodiments, such anindication may be displayed on a display. In some embodiments, such anindication may include an indication to a staff member to pay an amount.In some embodiments, such an indication may include an indication thatan amount should be transferred from one account to another account.

It should be recognized that the method of FIG. 4 is given as anon-limiting example only. Other embodiments may include additional,alternative, differently ordered, more, fewer, different, and/or sameactions as desired.

Tournament Examples

In some embodiments, one or more game may be part of a tournament and/ormay be based on events in a tournament. For example, in someembodiments, a fantasy game may be based on events in a real-lifetournament (e.g., games in a playoff series, games in an NFL playoffs,etc.).

In some embodiments, teams in a tournament may be kicked out of thetournament if they lose and teams in the tournament may move on to anext level of a tournament if they win. Accordingly, if a player in thegame establishes a fantasy team for a game based on the tournament, andone or more of the real players in the tournament are on a team thatloses a game in the tournament, that one or more players may no longerbe eligible to earn points in the fantasy game (e.g., because he or shewill no longer play in real games). Different embodiments may approachthis real player elimination in various manners.

For example, in some embodiments, members of a team that are eliminatedfrom a tournament in such a manner may be replaced by a player of thegame. A player may be notified of eliminated members and asked to pickreplacement members from a set of members that remain active in thetournament. In some embodiments, a restriction may be placed on suchreplacement selection. For example, a replacement player may be requiredto be of a lower than and/or equal to expected point total as a replacedplayer. This restriction would prevent a player from receiving animproved fantasy team as the tournament progresses. The game maycontinue with the replacement members earning points in the game ratherthan the replaced players from that point forward.

As another example, in some embodiments members of a team that areeliminated from a tournament in such a manner may not be replaced. Aplayer in the game may rather continue the game having only a diminishedteam earning points from an elimination forward. Such a rule may add anelement of strategy to initial player selection by making playersinclude likelihood of continued play in the tournament into their playerselection calculations.

Accordingly, players may play against one another with a changing teamover time as real players drop out and/or are added back in as anunderlying tournament progresses.

As another example of a game, a game may itself be part of a tournamentof games in which winners may move on to a higher level of a tournamentand losers may be kicked out of a tournament. In some embodiments, thegame may end but the game may be part of tournament so the tournamentmay move on to a next round in the tournament. For example, a game mayinvolve player 1 vs player 2 and a second game may involve player 3 vsplayer 4. Players 1 and 3 may win these games. A next round of thetournament may involve a game between player 1 and player 3 in responseto the outcome of the first round.

In some embodiments, such a tournament may be played between two groups.For example, an initial matchup in the tournament may be players fromgroup 1 vs players from group 2. If the tournament reaches a point whereall remaining players are from a single group, the group may be a groupwinner of the tournament. For example, if players 1 and 3 are of a samegroup, that group may win the tournament, and some may win some groupprize. The play of players in the group may continue to see who in thegroup wins the overall tournament in some embodiments.

The underlying event(s) on which the tournament is based may include anelimination of real players, and there may or may not be a replenishmentphase as discussed above.

Accordingly, play in a first round of a tournament between player 1 vsplayer 2 and player 3 vs player 4 may be with a set of teams. Members ofthe teams may drop out of play (e.g., during the round and/or after theround). Then in the next round of the tournament (and/or during a singleround if the players drop out during the round in some embodiments),player teams may have been locked. If there are no replacements, thoselocked teams may have a diminished set of players. Accordingly, player 1and player 3 may be matched in a game with teams of unequal size. Insome embodiments, any characteristic determination may be based on theteam with the full size (e.g., such as determining expected points for ateam at the start of a tournament and using that number even as playersare eliminated). If there is a replacement, then the players may add newmembers to their teams.

Determination of score expectation (and/or any other characteristic) ina later round of a tournament may take any form. For example, suchdetermination may be based on a full team at a beginning of a tournament(e.g., a par value, spread for a later round of a tournament may bedetermined based on players in teams at a start of a tournament) and/ora possibly smaller or different set of players that will be used for theround (e.g., determine par and/or spread based on a current set ofplayers). For example, a spread in round 1 of a fantasy tournament thatis based on events in a real tournament may be determined based on adifference in expected points of two teams that are put against oneanother in the first round of the tournament. A first team may win andmove on to a second round of the tournament. Some players from the firstteam may have been eliminated from the real tournament that the fantasytournament tracks. In round 2 of the tournament a spread may bedetermined based on an original point expectation of the first team eventhough players have been eliminated.

A tournament may progress through any number of rounds until an end isreached. A game based on a tournament may be based on an entiretournament and/or a portion of a tournament.

It should be recognized that while various embodiments are given interms of football, other embodiments are not limited to football. Someembodiments may include other sports and/or other events as desired andmay include different rules for different events as desired. For exampledifferent sports may include different numbers of players, differentgame characteristics, and so on. It should be recognized that fantasysports tournaments are also given as non-limiting examples and thatother examples may include any form a tournament involving any form ofgame (e.g., poker tournament).

Surrender Examples

Some embodiments may include an ability to end a game earlier than isnormally scheduled. For example, a game may include a fantasy sportsgame that is based on real sport events happening over a weekend.Players in the fantasy sports game may desire to end the game before allof the events are over.

Some embodiments may include a first player in a fantasy sports gameindicating to a gaming operator that they desire to offer another playerin the fantasy sports game an option to end the game early. For example,a first player may offer a second player an amount of money to end thegame now. The offered amount of money may be less than an amount ofmoney that the player would be awarded if the player wins the game.

A gaming operator may present the offered player with information aboutthe offer to end the game early (e.g., information indicated the offeredamount of money, information indicating a current state of the game,etc.).

The offered player may respond to such an offer through a user interfaceof a computing device. For example, the offered player may accept,reject, and/or ignore the offer. If the player rejects and/or ignoresthe offer, the game may continue as if the offer was not made. If theplayer accepts the offer, the offered player may be awarded the amountof money offered and the game may end. Such an offer and ending of agame may be referred to as a buyout.

An offer and/or buy-out may operate in many different manners. Forexample, some embodiments include two players that each pay a buy-inamount to play the game (e.g., $10). A gaming operator may take aportion of the buy-in amounts as a payment for playing the game (e.g.,$2 total leaving $18). A remainder may be a prize pool for winning thegame (e.g., $18). An offer to end the game may identify an amount of theprize pool that the offered player will receive if he or she accepts theoffer (e.g., a player may offer another player 5$ of the $18 to end thegame). An offered amount may be half a prize pool, more than half aprize pool, and/or less than half a prize pool. Some embodiments mayrestrict a player to making some types of offers (e.g., restrict tooffering more than half the prize pool thereby admitting a likely loss).In another embodiment, an amount offered may be an amount more than amidpoint of the prize pool (e.g., a 5$ offer may indicate that theoffered party would receive $5 more than 50% of the prize pool or $14).An offering party may receive whatever amount is left in the prize poolafter the offered party is awarded the offered amount. A gaming operatormay monitor offers and acceptances and adjust accounts form the prizepool accordingly.

Some embodiments may include a negotiation between players to resolve asurrender or buyout option. For example, a first player may offer asecond player a buyout. The second player may respond with acounteroffer through a gaming operator interface. A back-and-forthcounter offering process may proceed with any number of rounds as a gameprogresses. Offers may change to reflect changing circumstances of agame. In some embodiments, each player may enter an amount that theywould accept as a buyout and/or offer as a buyout as the gameprogresses. Such amounts may or may not be shown to opposing players. Insome embodiments, if the amounts ever match and/or an agreement is everreached, a game may end with the matched buyout occurring. In someembodiments, a player may cancel and/or alter an offer that is madebefore it is accepted and/or after some amount of time after it is made.

Such offering may be available in any form of game involving any numberof players. For example, group games may involve offers between groups,tournament game may involve offers at a level of a tournament (e.g., awinner in a round may be a player that takes more than half of a prizepool) and/or for a tournament as a whole (e.g., in a final round of atournament), and so on.

Customizable Games Examples

In some embodiments, one or more players may have influence on how awinner of a game is determined. A player, for example, may establishrules for a game and/or determine the inputs into a game that are usedto determine a score for the game. In a fantasy sports game, forexample, statistics related to and/or happenings in real sports mayaffect the score of the fantasy game. The specific statistics and/orhappenings that count for points in the fantasy game may be chosen byone or more players in the game.

For example, in some embodiments, a player may be shown a list ofpossible statistics and/or happenings that may be included in a game.The user may select from the list a set that should be included todetermine scores in the game. A gaming operator may use the selection todetermine scores in the game.

In some embodiments, a minimum number of statistics and/or happeningsmay be required to be selected (e.g., 5). In some embodiments, no morethan some maximum may be allowed to be selected (e.g., 7). In someembodiments, more than one user may select such statistics and/orhappenings (e.g., a round robin selection, each player may select somenumber, etc.). In some embodiments a single player may select suchstatistics and/or happenings (e.g., a first player to join a game). Insome embodiments, groups may select such events/happenings (e.g., in around robin fashion) and such group selections may apply to all gamesplayed between groups.

Some examples, statistics and/or happenings may include 3 point shootingpercentage, running yards, passing yards, QB completion percentage,batter's on-base percentage, conventional events used in conventionalfantasy games, any statistic and/or happening that may occur in a realevent, and so on.

In some embodiments, a player may define how scores within a statisticand/or happening are assigned scores. In some embodiment, a gamingoperator may determine how such statistics and/or happenings aretranslated into scores. For example, the scoring breakdown for acategory such as QB completion percentage could be as follows:

90% & Above 25 Points 80%-89% 20 Points 70%-79% 15 Points 60%-69% 10Points 50%-59% 5 Points 40%-49% 1 Point 30%-39% −1 Point Below 30% −5PointsIt should be recognized that examples of statistics and/or happeningsare given as non-limiting examples only. It should be recognized thatexample scorings are given as non-limiting examples only. It should berecognized that examples of picking statistics and/or happenings aregiven as on-limiting examples only.

Raising Examples

Some embodiments may include one or more players in a game increasingthe stakes of the game. For example, in a fantasy sports game, one usermay offer to increase the stakes of the game to another user. The otheruser may accept, reject, and/or offer to differently increase the stakesin response.

As an example, in some embodiments, two users may be placed in a fantasysports head-to-head game. Either of the two players in the game may beable to offer the other play a doubling of the stakes of the game. Agaming operator may receive such an offer and present it to the otherplayer in the game in response.

In some embodiments, if a receiving player does not accept a doubling orother raising offer, the receiving party may lose the game. In otherembodiments, if not accepted, the game may go forward at originalstakes. In some embodiments, the raising offer may only be made before agame starts. In some embodiments, the raising offer may be made at anytime and/or at a time before some percentage of underlying events haveoccurred.

In some embodiments, if a receiving party accepts a raise, both playersmay then place an additional amount of money into a prize pool toaccount for the raise. For example, if an initial buy-in to a game is$10 each, then a doubling may cause the buy in to increase to $20 each.In some embodiments 10% of the increase and/or some other portion of theincrease may be taken by a gaming operator as a charge for playing thegame.

In some embodiments both users may have the ability to offer a raise(e.g., a doubling). For example, a first or second player to join thegame may have the option of offering a raise. In some embodiments,either player may have the option of making such an offer.

In some embodiments, a raise offer may be made more than one time in agame. For example, after a first player offers a raise to a secondplayer and the second player accepts, the stake may be doubled. Thesecond player may have the option to offer an additional raise to thefirst player (e.g., another doubling). The first player may no longerhave the raise option. The second raise may operate similar to the firstraise (e.g., may be required to be accepted or else forfeit the game).In some embodiments with more than two raisings being allowed, thisoption may bounce back and forth.

In some embodiments, there may be a limit on the number of times thisraising may occur (e.g., once by each player, ten times total). Suchlimiting may prevent a rich player from crowding out other players bycontinuously offering raises. In some embodiments, a game that allowssuch an option may be identified separately from games that do not allowsuch an option so that users are aware of the game type they areentering.

Par Game Example

Some embodiments may include a game in which players seek to reach somepar level. Achievement of par may result in the player that reaches parbeing a winner. Accordingly, in some embodiments multiple players may bewinners. Winners may split a prize pool. In some embodiments, asecondary game may determine winners from among a set of winners. Forexample, a highest scoring player may win, a first to achieve par maywin, and/or any other secondary characteristic may be used to determinea winner from a set of winners. In some embodiments there may be nowinners if no one achieves par. In some embodiments, a secondarycharacteristic may be used to determine a winner if no one achieves par(e.g., highest scoring player, etc.).

Some embodiments may include determining a par value for a game. Such apar value may be based upon teams in the game. The game may include afantasy sports game between any number of players. A par value may bedetermined based on expected scores to be earned by the teams. Forexample, the par value may be equal to the average of expected points,the lowest of the expected points, a highest of the expected points, andso on. In some embodiments, teams may start with some points based onexpected points and/or par. For example, par may be set to a lowestexpected point value and each team may be assigned some number ofnegative points to start based on the difference between the par valueand the expected points of the team. This offsetting value (which may bepositive in some embodiments) may be referred to as a handicap.

Some embodiments may include determining which teams meet a par value.For example, some embodiments may include determining every team from agroup of teams involved in a game that meet the par value. Those teamsmay be winning teams and may split a prize pool. As another example,some embodiments may include determining which teams meet a par valuefirst and that team may be a winning team. Determining which teams meeta par value may include determining scores of the teams for real eventsand comparing that score to the par value. Some embodiments may includeadding or subtracting a handicap value to such a comparison.

Multiple Access Points Examples

Some embodiments may include offering a gaming service through aplurality of service providers. A gaming service may operate as a whitelabeled service that appears to be directly offered through the serviceproviders but is in realty offered by the gaming provider. Such aservice by a gaming provider may allow its services to be offeredseamlessly as part of a suite of services offered by a service provider.Customers may trust the service provider and/or have accounts with theservice provider and may be able to user the gaming service in an easierand/or a more trusted environment through such a service provider ratherthan directly with the gaming operator.

In some embodiments, a customer may establish an account with a serviceprovider. A service provider may include a casino, a website, a pokersite, a slot machine provider, a sports book, and/or any provider of anyservices whether they are internet based, physical based, gaming and/orotherwise. Establishing an account may include any manner of identifyinga user to a service, such as method that may be well known in the art.Establishing an account may include establishing some amount of money ina monetary account and establishing some identity information such as alogin.

Some embodiments may not include such an account. For example, in someembodiments, an over-the-counter option may be facilitated to allow playof games without an account and/or player identification. Such anover-the-counter option may allow for a user to play games over thecounter and/or in a physical environment without the use for an account(e.g., by submitting gaming information to an agent of a serviceprovider).

In some embodiments, a gaming operator may maintain an account for auser. For example, a single sign in may be used across accounts for agaming operator and service provider so that a sign into one is a signinto another. A sign into a service operator may act as a signing into agaming operator even if the user does not realize that there is multiplesign-ins occurring. A service operator may transmit information to agaming operator to facilitate signing into the gaming operator and/or totrack player actions so that players taking gaming actions may betracked.

Some embodiments may include providing a user with access to one or moreservices by a service provider. The one or more services may include anydesired gaming and/or non-gaming service (e.g., such as those providedthrough a cloud or cloud service providers that are accessible through aportal into the cloud). For example, a casino may offer a variety ofcommercial options to a user that may include some gaming options. Oneof those options may include services provided by a gaming operator.Such services may be offered through an interface of a device (e.g., acomputing device, a cell phone, a kiosk, etc.).

In some embodiments, such service may be offered through device and/orpersonnel of a casino or other service provider. For example, in asystem that does not include an account and/or otherwise offers over thecounter gaming options, an agent and/or device of a service provider mayoffer an interface to such gaming services and/or other services. Forexample, an agent at a counter may accept wagers on games and transmitsuch information to a gaming operator on behalf of a customer thatdesires to play the games.

In some embodiments, a user may access the services through a serviceprovider portal (e.g., API, user interface, website, kiosk). A serviceprovider may receive information that is usable to play games with thegaming operator and may forward the information to the gaming operator.The information may be marked in some manner to identify a user and/orgaming session. The gaming operator may respond with informationidentifying gaming actions and/or outcomes. Such information may beforwarded to the user. Accordingly, the service provider may act as anaccess point to the gaming operator. In an over-the-counter example, akiosk and/or agent of a service provider may receive gaming actions suchas wagers in a game and may enter that information to the gamingprovider. Accordingly the service provider may act as an agent or entrypoint for the gaming operator. Users may not know that the gamingoperator is involved in the game play but rather may assume that theservice provider offers the gaming services.

A gaming operator may receive various information and facilitate gamingusing the information. The received information may be used to playgames as discussed elsewhere herein. Outcome information may be sent tothe service operator for display to the users. Accordingly, processingand play of games may be done through the gaming operator but accessand/or presentation may be done through the service provider. It shouldbe recognized that various examples of functionality breakdown are givenas non-limiting examples only.

A service provider may include one or more computing devices thatprovide functionality for the service provider. For example, suchcomputing devices may provide account-based functions, commercialtransaction functions, display functions, sign in functions and so on. Agaming operator may include one or more computing devices that mayprovide gaming operator functions. A gaming operator and serviceprovider devices may interact in order to provide gaming services to auser (e.g., through a user computing device).

In various options, funding may be performed in a manner that facilitiesgaming as desired by a gaming operator and/or service provider. Forexample, in some embodiments, an account may be maintained by a gamingoperator and the user may have to somehow log in to that account (e.g.in addition to the account of the service provider). The money in theaccount may be limited to use with the gaming operator. In anotherexample, an account may be maintained by the service provider andsinging into the account by the service provider may act as a singinginto the gaming operator as well. A service provider may transfer moneyto the gaming operator for use in gaming with the gaming operator by theplayer. Accordingly, a monetary account with the service provider may beused at the gaming operator and/or for any services offered by theservice provider.

Various communications may be made between the gaming operator and theservice provider and/or the customers to facilitate gaming. A serviceprovider may identify customers in any manner so that they may becommunicated back to the service provider and properly identify a userand/or game. For example, each user may have an ID number and that IDnumber may be communicated back and forth to indicate gaming actions,account transaction, payments, team selections, and so on that relate tothe user. Similarly, an ID may be assigned to a game by a gamingoperator that may be communicated back and forth to indicate informationis related to the game. A service provider may be responsible forpresentation and obtainment of information. A gaming operator may beresponsible for calculation of games and outcomes.

In some embodiments, in an over-the-counter option, a player may not beidentified, but rather a game may be identified. For example, a playermay not have an account at all, but rather may pay to be part of gamethrough a counter and/or kiosk. A ticket may track that specific gameand may be used to redeem any winnings. A ticket may be printed with agame ID that may be used by a gaming operator and/or service provider totake game actions and/or obtain information about an outcome of thegame. A payment may be made from the gaming operator and/or serviceprovider based on an outcome of the game by looking up the outcome byreferring the game ID.

A service provider may take a cut of the amount of money input into thegaming operator through an over the counter and/or white label method.Some embodiments may include determine an allocation of such a cut tothe service provider and/or determining a similar cut to a gamingoperator. For example, 50% of a fee that is charged by the gamingoperator may be shared with the service provider for providing thecustomers to the gaming operator.

Customers from various services providers may interact through thegaming operator. Customers with different access methods may interactthrough the gaming operator. Customers that are direct customers of thegaming operator may direct with such indirect customers of the gamingoperator. Players from different sources may interact to play gamesagainst one another. Accordingly, by offering such white labeled and/orover the counter gaming options a larger group of players may interactwith one another. Different fees may be charged and/or shared dependingon a source of a player to a game.

For example, players at different casinos may play games over thecounter against one another. The players may not know that they areplaying against such other players and may think that they are playinggames at the casino with other casino patrons. They may not care whothey are playing against because the service provider and/or gamingprovider may be trusted to properly resolve all games according to thestandard rules regardless of player source. As another example, a playermay play over the counter against a player with an account. Again theplayers may not care about how their opponents access a gaming servicebecause the results may be the same from their point of view. Allowingsuch variety of access methods and connections to a gaming operator mayincrease a player base of a gaming operator thereby enhancing playoptions and experience available through a particular gaming operator.

It should be recognized that while some example access methods andcommunication between access methods are described, that such methodsare given as non-limiting examples only. Other embodiments may includeany methods or structure to facilitate interoperability between serviceproviders and gaming operators.

It should be recognized that while example games, systems, and methodsare described, that such examples are given as non-limiting examplesonly. Other embodiments may include any desired combination of elementsdescribed herein and/or other elements as desired.

The following sections provide a guide to interpreting the presentapplication.

II. Terms

The term “product” means any machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means any process, algorithm, method, or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere recitation of the term ‘process’ or a like term. Accordingly, anyreference in a claim to a ‘step’ or ‘steps’ of a process has sufficientantecedent basis.

The term “invention” and the like mean “the one or more inventionsdisclosed in this application”, unless expressly specified otherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe disclosed invention(s)”, unless expressly specified otherwise.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean“including but not necessarily limited to”, unless expressly specifiedotherwise. Thus, for example, the sentence “the portfolio includes a redwidget and a blue widget” means the portfolio includes the red widgetand the blue widget but may include something else.

The term “consisting of” and variations thereof means “including andlimited to”, unless expressly specified otherwise. Thus, for example,the sentence “the portfolio consists of a red widget and a blue widget”means the portfolio includes the red widget and the blue widget but doesnot include anything else.

The term “compose” and variations thereof means “to make up theconstituent parts of, component of, or member of”, unless expresslyspecified otherwise. Thus, for example, the sentence “the red widget andthe blue widget compose a portfolio” means the portfolio includes thered widget and the blue widget.

The term “exclusively compose” and variations thereof means “to make upexclusively the constituent parts of, to be the only components of or tobe the only members of”, unless expressly specified otherwise. Thus, forexample, the sentence “the red widget and the blue widget exclusivelycompose a portfolio” means the portfolio consists of the red widget andthe blue widget, and nothing else.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in the present application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car, and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel. The phrase “at least one of”, when such phrase modifiesa plurality of things does not mean “one of” each of the plurality ofthings.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”. The phrase “based at leaston” is equivalent to the phrase “based at least in part on”.

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” does not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number, and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective, orconsequence of something that is previously and explicitly recited.Thus, when the term “whereby” is used in a claim, the clause, or otherwords that the term “whereby” modifies do not establish specific furtherlimitations of the claim or otherwise restricts the meaning or scope ofthe claim.

The term “e.g.” and like terms mean “for example”, and thus does notlimit the term or phrase it explains. For example, in the sentence “thecomputer sends data (e.g., instructions, a data structure) over theInternet”, the term “e.g.” explains that “instructions” are an exampleof “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “respective” and like terms mean “taken individually”. Thus iftwo or more things have “respective” characteristics, then each suchthing has its own characteristic, and these characteristics can bedifferent from each other but need not be. For example, the phrase “eachof two machines has a respective function” means that the first suchmachine has a function and the second such machine has a function aswell. The function of the first machine may or may not be the same asthe function of the second machine.

The term “i.e.” and like terms mean “that is”, and thus limits the termor phrase it explains. For example, in the sentence “the computer sendsdata (i.e., instructions) over the Internet”, the term “i.e.” explainsthat “instructions” are the “data” that the computer sends over theInternet.

Any given numerical range shall include whole and fractions of numberswithin the range. For example, the range “1 to 10” shall be interpretedto specifically include whole numbers between 1 and 10 (e.g., 1, 2, 3,4, . . . 9) and non-whole numbers (e.g., 1.1, 1.2, . . . 1.9).

Where two or more terms or phrases are synonymous (e.g., because of anexplicit statement that the terms or phrases are synonymous), instancesof one such term/phrase does not mean instances of another suchterm/phrase must have a different meaning. For example, where astatement renders the meaning of “including” to be synonymous with“including but not limited to”, the mere usage of the phrase “includingbut not limited to” does not mean that the term “including” meanssomething other than “including but not limited to”.

III. Determining

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database, oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, extrapolating,predicting, guessing and the like.

The term “determining” does not imply that mathematical processing mustbe performed and does not imply that numerical methods must be used anddoes not imply that an algorithm or process is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

IV. Forms of Sentences

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device, article or other product is described herein, morethan one device/article (whether or not they cooperate) mayalternatively be used in place of the single device/article that isdescribed. Accordingly, the functionality that is described as beingpossessed by a device may alternatively be possessed by more than onedevice/article (whether or not they cooperate).

Similarly, where more than one device, article or other product isdescribed herein (whether or not they cooperate), a singledevice/article may alternatively be used in place of the more than onedevice or article that is described. For example, a plurality ofcomputer-based devices may be substituted with a single computer-baseddevice. Accordingly, the various functionality that is described asbeing possessed by more than one device or article may alternatively bepossessed by a single device/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other deviceswhich are described but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

V. Disclosed Examples and Terminology are not Limiting

Neither the Title (set forth at the beginning of the first page of thepresent application) nor the Abstract (set forth at the end of thepresent application) is to be taken as limiting in any way as the scopeof the disclosed invention(s), is to be used in interpreting the meaningof any claim or is to be used in limiting the scope of any claim. AnAbstract has been included in this application merely because anAbstract is required under 37 C.F.R. § 1.72(b).

The title of the present application and headings of sections providedin the present application are for convenience only and are not to betaken as limiting the disclosure in any way.

Numerous embodiments are described in the present application and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

Though an embodiment may be disclosed as including several features,other embodiments of the invention may include fewer than all suchfeatures. Thus, for example, a claim may be directed to less than theentire set of features in a disclosed embodiment, and such claim wouldnot include features beyond those features that the claim expresslyrecites.

No embodiment of method steps or product elements described in thepresent application constitutes the invention claimed herein, or isessential to the invention claimed herein, or is coextensive with theinvention claimed herein, except where it is either expressly stated tobe so in this specification or expressly recited in a claim.

The preambles of the claims that follow recite purposes, benefits, andpossible uses of the claimed invention only and do not limit the claimedinvention.

The present disclosure is not a literal description of all embodimentsof the invention(s). Also, the present disclosure is not a listing offeatures of the invention(s) which must be present in all embodiments.

All disclosed embodiment are not necessarily covered by the claims (evenincluding all pending, amended, issued, and canceled claims). Inaddition, an embodiment may be (but need not necessarily be) covered byseveral claims. Accordingly, where a claim (regardless of whetherpending, amended, issued, or canceled) is directed to a particularembodiment, such is not evidence that the scope of other claims do notalso cover that embodiment.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features are required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described orclaimed in a particular sequential order, such processes may beconfigured to work in different orders. In other words, any sequence ororder of steps that may be explicitly described or claimed does notnecessarily indicate a requirement that the steps be performed in thatorder. The steps of processes described herein may be performed in anyorder possible. Further, some steps may be performed simultaneouslydespite being described or implied as occurring non-simultaneously(e.g., because one step is described after the other step). Moreover,the illustration of a process by its depiction in a drawing does notimply that the illustrated process is exclusive of other variations andmodifications thereto, does not imply that the illustrated process orany of its steps are necessary to the invention(s), and does not implythat the illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other processes that omit some or all ofthe described steps. Unless otherwise specified explicitly, no step isessential or required.

Although a process may be described singly or without reference to otherproducts or methods, in an embodiment the process may interact withother products or methods. For example, such interaction may includelinking one business model to another business model. Such interactionmay be provided to enhance the flexibility or desirability of theprocess.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that any or all of the plurality are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other products that omit some or all ofthe described plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are equivalent to each other orreadily substituted for each other.

All embodiments are illustrative, and do not imply that the invention orany embodiments were made or performed, as the case may be.

VI. Computing

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing/multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium, a plurality ofthe same, or a combination of different media, that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random-access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves, and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape, any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth E, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. Likewise, object methods or behaviors of a databasecan be used to implement various processes, such as the describedherein. In addition, the databases may, in a known manner, be storedlocally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human).

VII. Continuing Applications

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in the presentapplication but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentapplication.

Applicants intend to file additional applications to pursue patents forsubject matter that has been disclosed and enabled but not claimed inthe present application.

VIII. 35 U.S.C. § 112, Paragraph 6

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. § 112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. § 112, paragraph 6, the correspondingstructure, material, or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthe present application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. § 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

Where there is recited a means for performing a function that is amethod, one structure for performing this method includes a computingdevice (e.g., a general-purpose computer) that is programmed and/orconfigured with appropriate hardware to perform that function.

Also included is a computing device (e.g., a general-purpose computer)that is programmed and/or configured with appropriate hardware toperform that function via other algorithms as would be understood by oneof ordinary skill in the art.

IX. Disclaimer

Numerous references to a particular embodiment do not indicate adisclaimer or disavowal of additional, different embodiments, andsimilarly references to the description of embodiments which all includea particular feature do not indicate a disclaimer or disavowal ofembodiments which do not include that particular feature. A cleardisclaimer or disavowal in the present application shall be prefaced bythe phrase “does not include” or by the phrase “cannot perform”.

X. Incorporation By Reference

Any patent, patent application or other document referred to herein isincorporated by reference into this patent application as part of thepresent disclosure, but only for purposes of written description andenablement in accordance with 35 U.S.C. § 112, paragraph 1, and shouldin no way be used to limit, define, or otherwise construe any term ofthe present application, unless without such incorporation by reference,no ordinary meaning would have been ascertainable by a person ofordinary skill in the art. Such person of ordinary skill in the art neednot have been in any way limited by any embodiments provided in thereference.

Any incorporation by reference does not, in and of itself, imply anyendorsement of, ratification of, or acquiescence in any statements,opinions, arguments or characterizations contained in any incorporatedpatent, patent application or other document, unless explicitlyspecified otherwise in this patent application.

XI. Prosecution History

In interpreting the present application (which includes the claims), oneof ordinary skill in the art shall refer to the prosecution history ofthe present application, but not to the prosecution history of any otherpatent or patent application, regardless of whether there are otherpatent applications that are considered related to the presentapplication, and regardless of whether there are other patentapplications that share a claim of priority with the presentapplication.

XII. Cards

Playing cards have been in existence for many years. Although there aremany types of playing cards that are played in many different types ofgames, the most common type of playing cards consists of 52 cards,divided out into four different suits (namely Spades, Hearts, Diamondsand Clubs) which are printed or indicated on one side or on the face ofeach card. In the standard deck, each of the four suits of cardsconsists of 13 cards, numbered either two through ten, or lettered A(Ace), K (King), Q (Queen), or J (Jack), which is also printed orindicated on the face of each card. Each card will thus contain on itsface a suit indication along with a number or letter indication. TheKing, Queen, and Jack usually also include some sort of design on theface of the card and may be referred to as picture cards. Other types ofplaying cards are described herein, but it should be recognized thatvarious topics may apply to any, some, and/or all type of playing cards.

In some cases, the 52-card standard playing deck also contains a numberof extra cards, sometimes referred to as jokers, that may have some useor meaning depending on the particular game being played with the deck.For example, if a card game includes the jokers, then if a playerreceives a joker in his “hand” he may use it as any card in the deck. Ifthe player has the ten, jack, queen, and king of Spades, along with ajoker, the player would use the joker as an Ace of Spades. The playerwill then have a Royal Flush (ten through Ace of Spades).

Many different games can be played using a standard deck of playingcards. The game being played with the standard deck of cards may includeother items, such as game boards, chips, etc., or the game being playedmay only need the playing card deck itself. In most of the games playedusing a standard deck of cards, a value is assigned to each card. Thevalue may differ for different games.

Usually, the card value begins with the number two card as the lowestvalue and increases as the numbers increase through ten, followed inorder of increasing value with the Jack, Queen, King and Ace. In somegames the Ace may have a lower value than the two, and in games where aparticular card is determined to be wild, or have any value, that cardmay have the greatest value of all. For example, in card games wheredeuces, or twos, are wild, the player holding a playing card containinga two can use that two as any other card, such that a nine and a twowould be the equivalent of two nines.

Further, the four different suits indicated on the cards may have aparticular value depending on the game. Under game rules where one suit,i.e., Spades, has more value than another suit, i.e., Hearts, the sevenof Spades may have more value than the seven of Hearts.

It is easy to visualize that using the different card quantity and suitvalues, many different games can be played. In certain games, it is thecombination of cards that one player obtains that determines whether ornot that player has defeated the other player or players. Usually, themore difficult the combination is to obtain, the more value thecombination has, and the player who obtains the more difficultcombination (also taking into account the value of the cards) wins thegame.

For instance in the game of Poker, each player may ultimately receivefive cards. The player who obtains three cards having similar numbers ontheir face, i.e., the four of Hearts, four of Diamonds and four ofClubs, will defeat the player having only two cards with the samenumerical value, i.e., the King of Spades and the King of Hearts.However, the player with five cards that all contain Clubs, commonlyknown as a flush, will defeat the player with the same three of a kinddescribed above.

In many instances, a standard deck of playing cards is used to creategaming machines. In these gaming machines players insert coins and playcertain card games, such as poker, using an imitation of standardplaying cards on a video screen, in an attempt to win back more moneythan they originally inserted into the machine.

Another form of gambling using playing cards utilizes tables, otherwiseknown as table games. A table uses a table and a dealer, with theplayers sitting or standing around the table. The players place theirbets on the table and the dealer deals the cards to each player. Thenumber of cards dealt, or whether the cards are dealt face up or facedown, will depend on the particular table game being played.

Further, an imitation or depiction of a standard playing card is used inmany handheld electronic games, such as poker and blackjack, and in manycomputer games and Internet games. Using a handheld electronic game or acomputer terminal that may or may not be connected to the Internet, aplayer receives the imitation playing cards and plays a card game eitheragainst the computer or against other players. Further, many of thesegames can be played on the computer in combination with gambling.

Also, there are many game shows that are broadcasted on television thatuse a deck of playing cards in the game play, in which the cards areusually enlarged or shown on a video screen or monitor for easy viewing.In these television game shows, the participants play the card game forprizes or money, usually against each other, with an individual actingas a host overseeing the action.

Also, there are lottery tickets that players purchase and play by“scratching off” an opaque layer to see if they have won money andprizes. The opaque layer prevents the player from knowing the results ofthe lottery ticket prior to purchasing and scratching off the layer. Insome of these lottery tickets, playing cards are used under the opaquelayer and the player may need to match a number of similar cards inorder to win the prizes or money.

XIII. Rules of Card Games Rules of Poker

In a basic poker game, which is played with a standard 52-card deck,each player is dealt five cards. All five cards in each player's handare evaluated as a single hand with the presence of various combinationsof the cards such as pairs, three-of-a-kind, straight, etc. Determiningwhich combinations prevail over other combinations is done by referenceto a table containing a ranking of the combinations. Rankings in mosttables are based on the odds of each combination occurring in theplayer's hand. Regardless of the number of cards in a player's hand, thevalues assigned to the cards, and the odds, the method of evaluating allfive cards in a player's hand remain the same.

Poker is a popular skill-based card game in which players with fully orpartially concealed cards make wagers into a central pot. The pot isawarded to the player or players with the best combination of cards orto the player who makes an uncalled bet. Poker can also refer to videopoker, a single-player game seen in casinos much like a slot machine, orto other games that use poker hand rankings.

Poker is played in a multitude of variations, but most follow the samebasic pattern of play.

The right to deal each hand typically rotates among the players and ismarked by a token called a ‘dealer’ button or buck. In a casino, a housedealer handles the cards for each hand, but a button (typically a whiteplastic disk) is rotated clockwise among the players to indicate anominal dealer to determine the order of betting.

For each hand, one or more players are required to make forced bets tocreate an initial stake for which the players will contest. The dealershuffles the cards, he cuts, and the appropriate number of cards aredealt to the players one at a time. Cards may be dealt either face-up orface-down, depending on the variant of poker being played. After theinitial deal, the first of what may be several betting rounds begins.Between rounds, the players' hands develop in some way, often by beingdealt additional cards or replacing cards previously dealt. At the endof each round, all bets are gathered into the central pot.

At any time during a betting round, if a player makes a bet, opponentsare required to fold, call, or raise. If one player bets and noopponents choose to match the bet, the hand ends immediately, the bettoris awarded the pot, no cards are required to be shown, and the next handbegins. The ability to win a pot without showing a hand makes bluffingpossible. Bluffing is a primary feature of poker, one that distinguishesit from other vying games and from other games that make use of pokerhand rankings.

At the end of the last betting round, if more than one player remains,there is a showdown, in which the players reveal their previously hiddencards and evaluate their hands. The player with the best hand accordingto the poker variant being played wins the pot.

The most popular poker variants are as follows:

Draw Poker

Players each receive five—as in five-card draw—or more cards, all ofwhich are hidden. They can then replace one or more of these cards acertain number of times.

Stud Poker

Players receive cards one at a time, some being displayed to otherplayers at the table. The key difference between stud and ‘draw’ pokeris that players are not allowed to discard or replace any cards.

Community Card Poker

Players combine individually dealt cards with a number of “communitycards” dealt face up and shared by all players. Two or four individualcards may be dealt in the most popular variations, Texas hold'em andOmaha hold'em, respectively

Poker Hand Rankings

Straight Flush

A straight flush is a poker hand such as Q

J

10

9

8

, which contains five cards in sequence, all of the same suit. Two suchhands are compared by their high card in the same way as are straights.The low ace rule also applies: 5♦ 4♦ 3♦ 2♦ A♦ is a 5-high straight flush(also known as a “steel wheel”). An ace-high straight flush such as A

K

Q

J

10

is known as a royal flush and is the highest-ranking standard poker hand(excluding five of a kind).

Examples

7♥ 6♥ 5♥ 4♥ 3♥ beats 5

4

3

2

A

J

10

9

8

7

ties J♦ 10♦ 9♦ 8♦ 7♦

Four of a Kind

Four of a kind, or quads, is a poker hand such as 9

9

9♦ 9♥ J♥, which contains four cards of one rank, and an unmatched card.It ranks above a full house and below a straight flush. Higher rankingquads defeat lower ranking ones. Between two equal sets of four of akind (possible in wild card and community card games), the kickerdetermines the winner.

Examples

10

10♦ 10♦ 10

5♦ (“four tens” or “quad tens”) defeats 6♦ 6♥ 6

6

K

(“four sixes” or “quad sixes”)

10

10♦ 10♥ 10

Q

(“four tens, queen kicker”) defeats 10

10♦ 10♥ 10

5♦ (“four tens with a five”)

Full House

A full house, also known as a boat or a full boat, is a poker hand suchas 3

3

3♦ 6

6♥, which contains three matching cards of one rank, plus two matchingcards of another rank. It ranks below a four of a kind and above aflush. Between two full houses, the one with the higher-ranking set ofthree wins. If two have the same set of three (possible in wild card andcommunity card games), the hand with the higher pair wins. Full housesare described by the three of a kind (e.g. Q-Q-Q) and pair (e.g. 9-9),as in “Queens over nines” (also used to describe a two pair), “Queensfull of nines” or simply “Queens full”.

Examples

10

10♥ 10♦ 4

4♦ (“tens full”) defeats 9♥ 9

9

A♥ A

(“nines full”)

K

K

K♥ 3♦ 3

(“kings full”) defeats 3

3♥ 3♦ K

K♦ (“threes full”)

Q♥ Q♦ Q

8♥ 8

(“queens full of eights”) defeats Q♥ Q♦ Q

5

5♥ (“queens full of fives”)

Flush

A flush is a poker hand such as Q

10

7

6

4

, which contains five cards of the same suit, not in rank sequence. Itranks above a straight and below a full house. Two flushes are comparedas if they were high card hands. In other words, the highest-rankingcard of each is compared to determine the winner; if both have the samehigh card, then the second-highest ranking card is compared, etc. Thesuits have no value: two flushes with the same five ranks of cards aretied. Flushes are described by the highest card, as in “queen-highflush”.

Examples

A♥ Q♥ 10♥ 5♥ 3♥ (“ace-high flush”) defeats K

Q

J

9

6

(“king-high flush”)

A♦ K♦ 7♦ 6♦ 2♦ (“flush, ace-king high”) defeats A♥ Q♥ 10♥ 5♥ 3♥ (“flush,ace-queen high”)

Q♥ 10♥ 9♥ 5♥ 2♥ (“heart flush”) ties Q

10

9

5

2

(“spade flush”)

Straight

A straight is a poker hand such as Q

J

10

9♥ 8♥, which contains five cards of sequential rank of varying suits. Itranks above three of a kind and below a flush. Two straights are rankedby comparing the high card of each. Two straights with the same highcard are of equal value and split any winnings (straights are the mostcommonly tied hands in poker, especially in community card games).Straights are described by the highest card, as in “queen-high straight”or “straight to the queen”.

A hand such as A

K

Q♦ J

10

is an ace-high straight and ranks above a king-high straight such as K♥Q

J♥ 10♥ 9♦. But the ace may also be played as a 1-spot in a hand such as5

4♦ 3♦ 2

A

, called a wheel or five-high straight, which ranks below the six-highstraight 6

5

4

3♥ 2♥. The ace may not “wrap around” or play both high and low in thesame hand: 3

2♦ A

K

Q

is not a straight, but just ace-high no pair.

Examples

8

7

6♥ 5♥ 4

(“eight-high straight”) defeats 6♦ 5

4♦ 3♥ 2

(“six-high straight”)

8

7

6♥ 5♥ 4

ties 8♥ 7♦ 6

5

4♥

Three of a Kind

Three of a kind, also called trips, set or a prile, is a poker hand suchas 2♦ 2

2♥ K

6

, which contains three cards of the same rank, plus two unmatched cards.It ranks above two pair and below a straight. Higher ranking three of akind defeat lower ranking three of a kinds. If two hands have the samerank three of a kind (possible in games with wild cards or communitycards), the kickers are compared to break the tie.

Examples

8

8♥ 8♦ 5

3

(“three eights”) defeats 5

5♥ 5♦ Q♦ 10

(“three fives”)

8

8♥ 8♦ A

2♦ (“three eights, ace kicker”) defeats 8

8♥ 8♦ 5♥ 3

(“three eights, five kicker”)

Two Pair

A poker hand such as J♥ J

4

4

9

, which contains two cards of the same rank, plus two cards of anotherrank (that match each other but not the first pair), plus one unmatchedcard, is called two pair. It ranks above one pair and below three of akind. Between two hands containing two pair, the higher-ranking pair ofeach is first compared, and the higher pair wins. If both have the sametop pair, then the second pair of each is compared. Finally, if bothhands have the same two pairs, the kicker determines the winner. Twopair are described by the higher pair (e.g., K♥ K

) and the lower pair (e.g., 9

9♦), as in “Kings over nines”, “Kings and nines” or simply “Kings up”.

Examples

K♥ K♦ 2

2♦ J♥ (“kings up”) defeats J♦ J

10

10

9

(“jacks up”)

9

9♦ 7♦ 7

6♦ (“nines and sevens”) defeats 9♥ 9

5♥ 5♦ K

(“nines and fives”)

4

4

3

3♥ K♦ (“fours and threes, king kicker”) defeats 4♥ 4♦ 3♦ 3 10

(“fours and threes with a ten”)

One Pair

One pair is a poker hand such as 4♥ 4

K

10♦ 5

, which contains two cards of the same rank, plus three unmatched cards.It ranks above any high card hand, but below all other poker hands.Higher ranking pairs defeat lower ranking pairs. If two hands have thesame rank of pair, the non-paired cards in each hand (the kickers) arecompared to determine the winner.

Examples

10

10

6

4♥ 2♥ (“pair of tens”) defeats 9♥ 9

A♥ Q♦ 10♦ (“pair of nines”)

10♥ 10♦ J♦ 3♥ 2

(“tens with jack kicker”) defeats 10

10

6

4♥2♥ (“tens with six kicker”)

2♦ 2♥ 8

5

4

(“deuces, eight-five-four”) defeats 2

2

8

5♥ 3♥ (“deuces, eight-five-three”)

High Card

A high-card or no-pair hand is a poker hand such as K♥ J

8

7♦ 3

, in which no two cards have the same rank, the five cards are not insequence, and the five cards are not all the same suit. It can also bereferred to as “nothing” or “garbage,” and many other derogatory terms.It ranks below all other poker hands. Two such hands are ranked bycomparing the highest-ranking card; if those are equal, then the nexthighest-ranking card; if those are equal, then the third highest rankingcard, etc. No-pair hands are described by the one or two highest cardsin the hand, such as “king high” or “ace-queen high”, or by as manycards as are necessary to break a tie.

Examples

A♦ 10♦ 9

5

4

(“ace high”) defeats K

Q♦ J

8♥ 7♥ (“king high”)

A

Q

7♦ 5♥ 2

(“ace-queen”) defeats A♦ 10♦ 9

5

4

(“ace-ten”)

7

6

5

4♦ 2♥ (“seven-six-five-four”) defeats 7

6♦ 5♦ 3♥ 2

(“seven-six-five-three”)

Decks Using a Bug

The use of joker as a bug creates a slight variation of game play. Whena joker is introduced in standard poker games it functions as a fifthace or can be used as a flush or straight card (though it can be used asa wild card too). Normally casino draw poker variants use a joker, andthus the best possible hand is five of a kind, as in A♥ A♦ A

A

Joker.

Rules of Caribbean Stud

Caribbean Stud™ poker may be played as follows. A player and a dealerare each dealt five cards. If the dealer has a poker hand having a valueless than Ace-King combination or better, the player automatically wins.If the dealer has a poker hand having a value of an Ace-King combinationor better, then the higher of the player's or the dealer's hand wins. Ifthe player wins, he may receive an additional bonus payment depending onthe poker rank of his hand. In the commercial play of the game, a sidebet is usually required to allow a chance at a progressive jackpot. InCaribbean Stud™ poker, it is the dealer's hand that must qualify. As thedealer's hand is partially concealed during play (usually only one card,at most) is displayed to the player before player wagering is complete),the player must always be aware that even ranked player hands can loseto a dealer's hand and no bonus will be paid out unless the side bet hasbeen made, and then usually only to hands having a rank of a flush orhigher.

Rules of Blackjack

Some versions of Blackjack are now described. Blackjack hands are scoredaccording to the point total of the cards in the hand. The hand with thehighest total wins as long as it is 21 or less. If the total is greaterthan 21, it is a called a “bust.” Numbered cards 2 through 10 have apoint value equal to their face value, and face cards (i.e., Jack, Queenand King) are worth 10 points. An Ace is worth 11 points unless it wouldbust a hand, in which case it is worth 1 point. Players play against thedealer and win by having a higher point total no greater than 21. If theplayer busts, the player loses, even if the dealer also busts. If theplayer and dealer have hands with the same point value, this is called a“push,” and neither party wins the hand.

After the initial bets are placed, the dealer deals the cards, eitherfrom one or more, but typically two, hand-held decks of cards, or from a“shoe” containing multiple decks of cards, generally at least four decksof cards, and typically many more. A game in which the deck or decks ofcards are hand-held is known as a “pitch” game. “Pitch” games aregenerally not played in casinos. When playing with more than one deck,the decks are shuffled together in order to make it more difficult toremember which cards have been dealt and which have not. The dealerdeals two cards to each player and to himself. Typically, one of thedealer's two cards is dealt face-up so that all players can see it, andthe other is face down. The face-down card is called the “hole card.” Ina European variation, the “hole card” is dealt after all the players'cards are dealt and their hands have been played. The players' cards aredealt face up from a shoe and face down if it is a “pitch” game.

A two-card hand with a point value of 21 (i.e., an Ace and a face cardor a 10) is called a “Blackjack” or a “natural” and wins automatically.A player with a “natural” is conventionally paid 3:2 on his bet,although in 2003 some Las Vegas casinos began paying 6:5, typically ingames with only a single deck.

Once the first two cards have been dealt to each player and the dealer,the dealer wins automatically if the dealer has a “natural” and theplayer does not. If the player has a “natural” and the dealer does not,the player automatically wins. If the dealer and player both have a“natural,” neither party wins the hand.

If neither side has a “natural,” each player completely plays out theirhand; when all players have finished, the dealer plays his hand.

The playing of the hand typically involves a combination of fourpossible actions “hitting,” “standing,” “doubling down,” or “splitting”his hand. Often another action called “surrendering” is added. To “hit”is to take another card. To “stand” is to take no more cards. To “doubledown” is to double the wager, take precisely one more card and then“stand.” When a player has identical value cards, such as a pair of 8 s,the player can “split” by placing an additional wager and playing eachcard as the first card in two new hands. To “surrender” is to forfeithalf the player's bet and give up his hand. “Surrender” is not an optionin most casino games of Blackjack. A player's turn ends if he “stands,”“busts” or “doubles down.” If the player “busts,” he loses even if thedealer subsequently busts. This is the house advantage.

After all players have played their hands, the dealer then reveals thedealer's hole card and plays his hand. According to house rules (theprevalent casino rules), the dealer must hit until he has a point totalof at least 17, regardless of what the players have. In most casinos,the dealer must also hit on a “soft” 17 (e.g., an Ace and 6). In acasino, the Blackjack table felt is marked to indicate if the dealerhits or stands on a soft 17. If the dealer busts, all remaining playerswin. Bets are normally paid out at odds of 1:1.

Four of the common rule variations are one card split Aces, earlysurrender, late surrender, and double-down restrictions. In the firstvariation, one card is dealt on each Ace and the player's turn is over.In the second, the player has the option to surrender before the dealerchecks for Blackjack. In the third, the player has the option tosurrender after the dealer checks for Blackjack. In the fourth, doublingdown is only permitted for certain card combinations.

Insurance

Insurance is a commonly offered betting option in which the player canhedge his bet by wagering that the dealer will win the hand. If thedealer's “up card” is an Ace, the player is offered the option of buyingInsurance before the dealer checks his “hole card.” If the player wishesto take Insurance, the player can bet an amount up to half that of hisoriginal bet. The Insurance bet is placed separately on a specialportion of the table, which is usually marked with the words “InsurancePays 2:1.” The player buying Insurance is betting that the dealer's“hole card” is one with a value of 10 (i.e., a 10, Jack, Queen or King).Because the dealer's up card is an Ace, the player who buys Insurance isbetting that the dealer has a “natural.”

If the player originally bets $10 and the dealer shows an Ace, theplayer can buy Insurance by betting up to $5. Suppose the player makes a$5 Insurance bet and the player's hand with the two cards dealt to himtotals 19. If the dealer's hole card is revealed to be a 10 after theInsurance betting period is over (the dealer checks for a “natural”before the players play their hands), the player loses his original $10bet, but he wins the $5 Insurance bet at odds of 2:1, winning $10 andtherefore breaking even. In the same situation, if the dealer's holecard is not one with a value of ten, the player immediately loses his $5Insurance bet. But if the player chooses to stand on 19, and if thedealer's hand has a total value less than 19, at the end of the dealer'sturn, the player wins his original $10 bet, making a net profit of $5.In the same situation, if the dealer's hole card is not one with a valueof ten, again the player will immediately lose their $5 Insurance bet,and if the dealer's hand has a total value greater than the player's atthe end of both of their turns, for example the player stood on 19 andthe dealer ended his turn with 20, the player loses both his original$10 bet and his $5 Insurance bet.

Basic Strategy

Blackjack players can increase their expected winnings by several means,one of which is “basic strategy.” “Basic strategy” is simply somethingthat exists as a matter of general practice; it has no officialsanction. The “basic strategy” determines when to hit and when to stand,as well as when doubling down or splitting in the best course. Basicstrategy is based on the player's point total and the dealer's visiblecard. Under some conditions (e.g., playing with a single deck accordingto downtown Las Vegas rules) the house advantage over a player usingbasic strategy can be as low as 0.16%. Casinos offering options likesurrender and double-after-split may be giving the player using basicstrategy a statistical advantage and instead rely on players makingmistakes to provide a house advantage.

A number of optional rules can benefit a skilled player, for example: ifdoubling down is permitted on any two-card hand other than a natural; if“doubling down” is permitted after splitting; if early surrender(forfeiting half the bet against a face or Ace up card before the dealerchecks for Blackjack) is permitted; if late surrender is permitted; ifre-splitting Aces is permitted (splitting when the player has more thantwo cards in their hand, and has just been dealt a second ace in theirhand); if drawing more than one card against a split Ace is permitted;if five or more cards with a total no more than 21 is an automatic win(referred to as “Charlies”).

Other optional rules can be detrimental to a skilled player. Forexample: if a “natural” pays less than 3:2 (e.g., Las Vegas Stripsingle-deck Blackjack paying out at 6:5 for a “natural”); if a hand canonly be split once (is re-splitting possible for other than aces); ifdoubling down is restricted to certain totals (e.g., 9 11 or 10 11); ifAces may not be re-split; if the rules are those of “no-peek” (orEuropean) Blackjack, according to which the player loses hands that havebeen split or “doubled down” to a dealer who has a “natural (because thedealer does not check for this automatically winning hand until theplayers had played their hands); if the player loses ties with thedealer, instead of pushing where neither the player or the dealer winsand the player retains their original bet.

Card Counting

Unlike some other casino games, in which one play has no influence onany subsequent play, a hand of Blackjack removes those cards from thedeck. As cards are removed from the deck, the probability of each of theremaining cards being dealt is altered (and dealing the same cardsbecomes impossible). If the remaining cards have an elevated proportionof 10-value cards and Aces, the player is more likely to be dealt anatural, which is to the player's advantage (because the dealer winseven money when the dealer has a natural, while the player wins at oddsof 3:2 when the player has a natural). If the remaining cards have anelevated proportion of low-value cards, such as 4s, 5s and 6s, theplayer is more likely to bust, which is to the dealer's advantage(because if the player busts, the dealer wins even if the dealer laterbusts).

The house advantage in Blackjack is relatively small at the outset. Bykeeping track of which cards have been dealt, a player can takeadvantage of the changing proportions of the remaining cards by bettinghigher amounts when there is an elevated proportion of 10-value cardsand Aces and by better lower amounts when there is an elevatedproportion of low-value cards. Over time, the deck will be unfavorableto the player more often than it is favorable, but by adjusting theamounts that he bets, the player can overcome that inherentdisadvantage. The player can also use this information to refine basicstrategy. For instance, basic strategy calls for hitting on a 16 whenthe dealer's up card is a 10, but if the player knows that the deck hasa disproportionately small number of low-value cards remaining, the oddsmay be altered in favor of standing on the 16.

There are a number of card-counting schemes, all dependent for theirefficacy on the player's ability to remember either a simplified ordetailed tally of the cards that have been played. The more detailed thetally, the more accurate it is, but the harder it is to remember.Although card counting is not illegal, casinos will eject or bansuccessful card counters if they are detected.

Shuffle tracking is a more obscure, and difficult, method of attemptingto shift the odds in favor of the player. The player attempts to trackgroups of cards during the play of a multi-deck shoe, follow themthrough the shuffle, and then looks for the same group to reappear fromthe new shoe, playing and betting accordingly.

XIV. Casino Countermeasures

Some methods of thwarting card counters include using a large number ofdecks. Shoes containing 6 or 8 decks are common. The more cards thereare, the less variation there is in the proportions of the remainingcards and the harder it is to count them. The player's advantage canalso be reduced by shuffling the cards more frequently, but this reducesthe amount of time that can be devoting to actual play and thereforereduces the casino profits. Some casinos now use shuffling machines,some of which shuffle one set of cards while another is in play, whileothers continuously shuffle the cards. The distractions of the gamingfloor environment and complimentary alcoholic beverages also act tothwart card counters. Some methods of thwarting card counters includeusing varied payoff structures, such Blackjack payoff of 6:5, which ismore disadvantageous to the player than the standard 3:2 Blackjackpayoff.

XV. Video Wagering Games

Video wagering games are set up to mimic a table game using adaptationsof table games rules and cards.

In one version of video poker the player is allowed to inspect fivecards randomly chosen by the computer. These cards are displayed on thevideo screen and the player chooses which cards, if any, that he or shewishes to hold. If the player wishes to hold all of the cards, i.e.,stand, he or she presses a STAND button. If the player wishes to holdonly some of the cards, he or she chooses the cards to be held bypressing HOLD keys located directly under each card displayed on thevideo screen. Pushing a DEAL button after choosing the HOLD cardsautomatically and simultaneously replaces the unchosen cards withadditional cards which are randomly selected from the remainder of thedeck. After the STAND button is pushed, or the cards are replaced, thefinal holding is evaluated by the game machine's computer and the playeris awarded either play credits or a coin payout as determined from apayoff table. This payoff table is stored in the machine's computermemory and is also displayed on the machine's screen. Hands with higherpoker values are awarded more credits or coins. Very rare poker handsare awarded payoffs of 800-to-1 or higher.

XVI. Apparatus for Playing Over a Communications System

FIG. 1 shows apparatus for playing the game. There is a plurality ofplayer units 40-1 to 40-n which are coupled via a communication system41, such as the Internet, with a game playing system comprising anadministration unit 42, a player register 43, and a game unit 45. Eachunit 40 is typically a personal computer with a display unit and controlmeans (a keyboard and a mouse).

When a player logs on to the game playing system, their unit 40identifies itself to the administration unit. The system holds thedetails of the players in the register 43, which contains separateplayer register units 44-1 to 44-n for all the potential players, i.e.,for all the members of the system.

Once the player has been identified, the player is assigned to a gameunit 45. The game unit contains a set of player data units 46-1 to 46-6,a dealer unit 47, a control unit 48, and a random dealing unit 49.

Up to seven players can be assigned to the game unit 45. There can beseveral such units, as indicated, so that several games can be played atthe same time if there are more than seven members of the system loggedon at the same time. The assignment of a player unit 40 to a player dataunit 46 may be arbitrary or random, depending on which player data units46 and game units 45 are free. Each player data unit 46 is loaded fromthe corresponding player register unit 44 and also contains essentiallythe same details as the corresponding player unit 40 and is incommunication with the player unit 40 to keep the contents of the playerunit and player data unit updated with each other. In addition, theappropriate parts of the contents of the other player data units 46 andthe dealer unit 47 are passed to the player unit 40 for display.

The logic unit 48 of the game unit 45 steps the game unit through thevarious stages of the play, initiating the dealer actions and awaitingthe appropriate responses from the player units 40. The random dealingunit 49 deals cards essentially randomly to the dealer unit 47 and theplayer data units 46. At the end of the hand, the logic unit passes theresults of the hand, i.e., the wins and/or losses, to the player dataunits 46 to inform the players of their results. The administrative unit42 also takes those results and updates the player register units 44accordingly.

The player units 40 are arranged to show a display. To identify theplayer, the player's position is highlighted. As play proceeds, so theplayer selects the various boxes, enters bets in them, and so on, andthe results of those actions are displayed. As the cards are dealt, aseries of overlapping card symbols is shown in the Bonus box. At theoption of the player, the cards can be shown in a line below the box,and similarly for the card dealt to the dealer. At the end of the hand,a message is displayed informing the player of the results of theirbets, i.e., the amounts won or lost.

XVII. Alternative Technologies

It will be understood that the technologies described herein for making,using, or practicing various embodiments are but a subset of thepossible technologies that may be used for the same or similar purposes.The particular technologies described herein are not to be construed aslimiting. Rather, various embodiments contemplate alternate technologiesfor making, using, or practicing various embodiments.

XVIII. References

The following patents and patent applications are hereby incorporated byreference herein for all purposes: U.S. Pat. Nos. 6,579,181, 6,299,536,6,093,103, 5,941,769, 7,114,718, U.S. patent application Ser. No.10/622,321, U.S. Pat. Nos. 4,515,367, 5,000,453, 7,137,630, and7,137,629.

1. (canceled)
 2. A server comprising: at least one processor configuredto control: receiving, over a communication network, first and secondlocation determination signals respectively from first and second mobilecomputing devices of first and second users; determining, based oncontinuous monitoring of the first and second location determinationsignals, whether an amount of time spent by the first and second userswithin a predetermined geographic region is more than a predeterminedthreshold amount of time; determining the first user and the second userare in a group of users, in which given users in the group of users areassociated with one another, the group of users is of a plurality ofusers and the plurality of users includes the first user and the seconduser, when the amount of time spent by the first and second users withinthe predetermined geographic region is determined to be more than thepredetermined threshold amount of time; rendering, over thecommunication network, on an interface of at least one computing deviceof at least one of the users of the group, team selection informationexcluding players for selection for first and second teams such that anumber of common players selectable for the first and second teams doesnot exceed a threshold; receiving, over the communication network, fromthe at least one computing device, selected player informationindicating players selected from the team selection information thatform the first and second teams including a number of common players notexceeding the threshold; based on the first user and the second userbeing included in the group, rendering, over the communication network,on a first user interface of the first mobile computing device and asecond user interface of the second mobile computing device, informationenabling entry of one or more wager parameters for an event involvingthe first and second teams; receiving, over the communication network, afirst wager for the event from the first mobile computing device;receiving, over the communication network, a second wager for the eventfrom the second mobile computing device; based on the first user and thesecond user being included in the group and in response to receiving thefirst wager and the second wager, pooling the first wager and the secondwager into a pari-mutuel pool defined by the event and the group; basedon the first wager, the second wager and a plurality of additionalwagers on the event from members of the group, determining odds for thefirst wager and second wagers; in response to determining the odds forthe first wager, rendering, over the communication network, on the firstuser interface the odds for the first wager; in response to determiningodds for the second wager, rendering, over the communication network, onthe second user interface the odds for the second wager; as the eventprogresses, offering, over the communication network, one of the firstuser interface and the second user interface, a buyout option to end theevent early, in which the buyout option reflects changes circumstancesof the event and indicates a current state of the event; and rendering,over the communication network, on the first and second user interfacesan outcome based on at least one of the first wager, the second wager ora response to the buyout option.
 3. The server of claim 2, wherein theat least one processor is configured to control, based on the outcome,adjusting at least one account of at least one user of the plurality ofusers with at least a portion of the pari-mutuel pool.
 4. The server ofclaim 2, in which the first mobile computing device includes a cellulartelephone.
 5. The server of claim 2, in which the first user and seconduser are determined to be in the group based at least in part on a firstrequest by the first user to join the group and a second request by thesecond user to join the group.
 6. The server of claim 5, in which thefirst mobile computing device includes a cellular telephone.
 7. Theserver of claim 2, in which the event includes a fantasy game.
 8. Amethod comprising: controlling, by at least one processor of a server:receiving, over a communication network, first and second locationdetermination signals respectively from first and second mobilecomputing devices of first and second users; determining, based oncontinuous monitoring of the first and second location determinationsignals, whether an amount of time spent by the first and second userswithin a predetermined geographic region is more than a predeterminedthreshold amount of time; determining the first user and the second userare in a group of users, in which given users in the group of users areassociated with one another, the group of users is of a plurality ofusers and the plurality of users includes the first user and the seconduser, when the amount of time spent by the first and second users withinthe predetermined geographic region is determined to be more than thepredetermined threshold amount of time; rendering, over thecommunication network, on an interface of at least one computing deviceof at least one of the users of the group, team selection informationexcluding players for selection for first and second teams such that anumber of common players selectable for the first and second teams doesnot exceed a threshold; receiving, over the communication network, fromthe at least one computing device, selected player informationindicating players selected from the team selection information thatform the first and second teams including a number of common players notexceeding the threshold; based on the first user and the second userbeing included in the group, rendering, over the communication network,on a first user interface of the first mobile computing device and asecond user interface of the second mobile computing device, informationenabling entry of one or more wager parameters for an event involvingthe first and second teams; receiving, over the communication network, afirst wager for the event from the first mobile computing device;receiving, over the communication network, a second wager for the eventfrom the second mobile computing device; based on the first user and thesecond user being included in the group and in response to receiving thefirst wager and the second wager, pooling the first wager and the secondwager into a pari-mutuel pool defined by the event and the group; basedon the first wager, the second wager and a plurality of additionalwagers on the event from members of the group, determining odds for thefirst wager and second wagers; in response to determining the odds forthe first wager, rendering, over the communication network, on the firstuser interface the odds for the first wager; in response to determiningodds for the second wager, rendering, over the communication network, onthe second user interface the odds for the second wager; as the eventprogresses, offering, over the communication network, one of the firstuser interface and the second user interface, a buyout option to end theevent early, in which the buyout option reflects changes circumstancesof the event and indicates a current state of the event; and rendering,over the communication network, on the first and second user interfacesan outcome based on at least one of the first wager, the second wager ora response to the buyout option.
 9. The method of claim 8, furthercomprising controlling, by the at least one processor, based on theoutcome, adjusting at least one account of at least one user of theplurality of users with at least a portion of the pari-mutuel pool. 10.The method of claim 8, in which the first mobile computing deviceincludes a cellular telephone.
 11. The method of claim 8, in which thefirst user and second user are determined to be in the group based atleast in part on a first request by the first user to join the group anda second request by the second user to join the group.
 12. The method ofclaim 8, in which the first mobile computing device includes a cellulartelephone.
 13. The method of claim 8, in which the event includes afantasy game.